Hes Vital said:
Does it work with an Actor following an Actor controled by human?
Nope it'll only work with an npc following an npc.
If you want an npc to follow you without them being under your control give your player a tagname, set up a waypoint and tag it something like player_wp. Then set up a preserved trigger so that the waypoint always moves to the player, so then if you want someone to follow the player just have them use the waypoint player_wp.
Phil the Nuka-Cola Dude said:
So it would be possible to make an NPC do a perimeter check, and if a door is unlocked that is supposed to be locked, you could set him to sound an alarm alerting the other NPCs on his team?
Yes, not sure about them using an alarm but you could use the force speech command so a windowed text comes up with the actor shouting a warning like in Freeport.
If instead of magic hands you use the open door option on the waypoint, then if the door is unlocked they'll open it. You can then set a trigger that if the actor can see a door and the object script state is set so the door is open then have them raise an alarm.
So set up you waypoints and in front of the door have a directional waypoint pointing at the door. Set it to pause for a couple of seconds and set the action to open door. Then set up a small zone around the waypoint in front of the door.
Your trigger would need to be something like;
condition
player x has more than 0 alive in zone y
object script state of door z is ticked
action
unit player x will use speech node a
B wait 1
play wav alarm.wav
If the door is set to sensor open you don't need an action on the waypoint, just pause the actor for a couple of seconds.