6 - Object Guard

Edit Objects Dialog Box
Logic: GruntStartingPoint
Image Set: GAME_WAPWORLDONLY_TRIGGER some Designerz use GAME_WAPWORLDONLY_GUARDPOINT
Points: 0 see Enemy AI Types for Points: value; Smarts: must contain a value other than 0.
6 identifies this enemy Grunt as type "Object Guard"
Smarts: 0 ... default ... the player controlz this Grunt.
1 enemy team number.
2 enemy team number.
3 enemy team number.
Note: Gruntz will attack any other Grunt with a different team number!
Powerup: 0 bare-handed Grunt; see Toolz, Toyz, Cursez and Powerupz for other values.
X Min: 0 (default, solver's Grunt, most enemy Gruntz)
Since Points: definez an enemy Object Guard Grunt, this field
(along with X Max:) is the 'address' of the Object being guarded.
X Min definez the X coordinate of the object. (Logical!)
X Max: 0 (default, solver's Grunt, most enemy Gruntz)
Since Points: definez an enemy Object Guard Grunt, this field
(along with X Min:) is the 'address' of the Object being guarded.
X Max definez the Y coordinate of the object. (Go figure. )
Note: All eight of the adjoining Tilez must be Clear, or the Grunt must be able to walk around the object.
If this Grunt does not start adjacent to the object to be guarded, he will attempt to walk to the object from his starting point. See Guenter's Custom Level The Gunslinger for an example of this.
Direction: 0 (default, solver's Grunt and Post Guardz ... not used)
For any other enemy Grunt, this is the number of Tilez away he will sense any other team's Grunt.
Object Rectangles Dialog Box
Move Rect: Defines Grunt movement limitz in four cardinal directionz
Left 0 This field specifies the number of Tiles to the left of the original position that the Grunt will wander randomly. (Does not apply to this enemy AI type.)
Top 0 This field specifies the number of Tiles above the original position that the Grunt will wander randomly. (Does not apply to this enemy AI type.)
Right 0 This field specifies the number of Tiles to the right of the original position that the Grunt will wander randomly. (Does not apply to this enemy AI type.)
Bottom 0 This field specifies the number of Tiles below the original position that the Grunt will wander randomly. (Does not apply to this enemy AI type.)
Object Guardz will pace around an object until they sense one of your Gruntz.
Once an Object Guard sensez one of your Gruntz, the Object Guard will attack him.
Object Guardz will always return to their post and resume pacing, if they are not attacking.
Object Guardz can be found carrying any of the Toolz in the game.
Unlike the specialized enemy Gruntz
(Brick Layer, Gauntletz, Goo Sucker, Digger, TimeBomber, Magic Wand and Scroller)
Object Guardz will not use their Toolz for anything other than fighting.

The range that an Object Guard can sense can vary.