===The Script=== **Creature Used**\\ [[scripting:commands:AICreature]] \\ ScriptName BodyGuard; \\ ScriptData "_GOOD1"; \\ OverridingBrainName BRAIN_BODY_GUARD;''\\ \\ notes: Most humanoid Creatures work. The rest cause the game to crash or not spawn at all.\\ \\ **Marker Used for Respawning**\\ [[scripting:commands:Marker]] \\ ScriptName M_BodyGuardRespawn; \\ ScriptData "_GOOD1";'' \\ ===How it Works=== ==Scriptname== References the "V_BodyGuard" quest script \\ ==Scriptdata== These control the voice, and stats of the Henchman.\\ _GOOD1 \\ _GOOD2 \\ _EVIL1 \\ _EVIL2 \\ ==Brain== BRAIN_BODY_GUARD forces body guard AI for non-body guard creatures.\\ ===Example=== ''**NewThing AICreature;** \\ Player 2; \\ UID 98446741874686313861; \\ **DefinitionType "CREATURE_BANDIT_FIRE_ARCHER";\\ ScriptName BodyGuard;\\ ScriptData "_GOOD1";**\\ ThingGamePersistent FALSE;\\ ThingLevelPersistent FALSE;\\ StartCTCPhysicsNavigator;\\ PositionX 29.989746;\\ PositionY 49.727295;\\ PositionZ 29.954823;\\ RHSetForwardX -0.465258;\\ RHSetForwardY -0.885149;\\ RHSetForwardZ 0.0;\\ RHSetUpX 0.0;\\ RHSetUpY 0.0;\\ RHSetUpZ 0.999994;\\ EndCTCPhysicsNavigator;\\ StartCTCRandomAppearanceMorph;\\ Seed -1334292695;\\ EndCTCRandomAppearanceMorph;\\ StartCTCTargeted;\\ Targetable TRUE;\\ EndCTCTargeted;\\ StartCTCTalk;\\ EndCTCTalk;\\ StartCTCEditor;\\ EndCTCEditor;\\ StartCTCVillageMember;\\ VillageUID 0;\\ EndCTCVillageMember;\\ StartCTCContainerRewardHero;\\ EndCTCContainerRewardHero;\\ StartCTCEnemy;\\ FriendsWithEverythingFlag FALSE;\\ EnableFollowersEnemyProxy TRUE;\\ FactionName "";\\ EndCTCEnemy;\\ Health 45.0;\\ OverridingBrainName NULL;\\ HasInformation FALSE;\\ WanderWithInformation FALSE;\\ WaveWithInformation FALSE;\\ EnableCreatureAutoPlacing FALSE;\\ AllowedToFollowHero FALSE;\\ RegionFollowingOverriddenFromScript FALSE;\\ RespondingToFollowAndWait TRUE;\\ CanBeCourted FALSE;\\ CanBeMarried FALSE;\\ InitialPosX 3281.412109;\\ InitialPosY 4118.064453;\\ InitialPosZ 24.63022;\\ EndThing;\\'' Notice the things that are bolded. They are the script elements that make the NPC turn into a bodyguard. OverridingBrainName BRAIN_BODY_GUARD; is only required if the NPC is someone that normally wouldn't be used as a bodyguard. For example Jack Of Blades.