Unfortunately it isn't as easy as all that. It's a bit of a process. You do it with scripted characters instead of placing guards directly. In the level editor, place a Character and when you place it it should bring up the "
Customize Character"
screen. Select "
Guard"
as the character Type from the list on the right.
To give the guard a weapon, click "
Add Command"
and select "
Set Var"
This will bring up a list of variables. Select _MyWeapon from the list and assign it one of the following numbers for your weapon of choice.
1= pickax
2= spear
3= staff
4= dagger
5= caber
You'll need to add a few more commands for this to work properly as a guard. The script below should do the trick. You can substitute the number for the one in the list above corresponding with the number you need.
If ...
Wait for Clean Room
End
Else
Appear
Set var _MyWeapon=1
Imperative Required Target
Turn into Monster
If End
This includes the Else command from the new 5.1 update, but you can do without it if you need to. The "
If... Wait for clean room"
bit makes sure that your scripted guard doesn't reappear after you clear the room. The other stuff makes it act like a real guard. I'll also attach a demo hold with scripted guards that you can copy and paste into your hold if none of this makes sense.
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[Last edited by Insoluble at 03-15-2016 04:26 AM]