Originally Posted by PantslessGnome
I'm not entirely sure I understand what you are wanting to do. It looks to me like you want:
1. Player escape from cell
2. Guard sees player
3. Player approaches guard or guard approaches player without being hostile
4. Dialog is started
5. Combat triggered after dialog finishes


I have only just started working with the divinity engine so I don't know if this would work in practice, but if I understand what you're trying to do correctly, in theory I would try:
1. Create an empty database DB_OutOfCell
2. Set up a small trigger box (i forget the actual name of it, but the green box that triggers an event... event box?) just outside the cell door
3. Upon entering trigger, set DB_OutOfCell(1)
4. On dialog startup, if DB_OutOfCell is empty, engage in normal dialog with the guard, no combat
5. On diaolog startup, if DB_OutOfCell is NOT empty, use second dialog options, and on dialog exit set guard alignment to hostile


If you've already tried that and it didn't work or I am totally off base, I apologize. Also I am not in front of my home PC at the moment, so I can't actually look at the engine and try to do anything to see if it works, so it's all just pseudo-code-ish off of the top of my head.

Along with the above setup, you would also want to probably set up another trigger box inside the cell so that if you were to re-enter, it would clear the DB_OutOfCell flag again. And you'd want to enable that trigger when you entered the outside of cell trigger, and disable the outside of cell trigger after entering it once so that it didn't continually fire if you walked back and forth. And of course re-enable it if you went back inside the cell.


Thank you for replying. Actually i already have all that setup correctly. My problem is i was wondering if there was a function to automatically start combat. See when you change their flag to Evil Npc the guard will stand there for several seconds looking at you like hes confused what to do lol.

Its not a huge deal. Its just purely aesthetic. I rectified this by making the guard attack the player. Therefore combat triggers immediately.