Is the code in the cap yours or are you adapting someone elses example?
The enemies move constantly because of the events that adjust the speed of the sprites - the RTS behaviour works against that, thus creating a loop.
Once these are disabled, the enemies stop eventually, but not close to the player - your grid size is set to 60 pixels - as soon as the enemies get within 60 pixels of the cell the player is in they will stop.
Lower the grid size for more precision, but not to less than the enemy size - if you do, the enemies may stop moving at all due to the way the grid is calculated.