Besides this, I noticed that the AI will not use "alert_only paths" (why is it called alert_idle_only in DR btw?) after calming down from the alarm. I guess this really is depending on the situation: If you raise an alarm (maybe by a trap) when the player steps in, the AI would search for the player and if he don't find him they may say "Hm, false alarm, maybe critters). Then they'll follow their idle_only path. Thats nice. But what if the mapper says: "No, if this alarm has sounded, there must be an intruder so the guards should use their alert_only paths!" It would be cool to have a spawnarg letting the mappper deceide what happens. Or maybe you can set the "raise alerm level this high" spawnarg. Tels, would be nice indeed if you could help out with the documentation of this entity. I did a little test map for myself to explore the functionality and it's still quit unsure about the things listed above. Besides of my previous questions and the suggestion, I want to ask: Currently the alarm could be triggered by the player itself. That is nice to set up a trap or something like that. But let's say we want the alarm switched on by the concerned AI? This could be a serveant who runs to a flee point and uses path_interact for switching the trigger. It could also be a guard who, when he's raised to a high alert level, goes to the switch instantly. I can't think of a solution for this yet. Don't know if it's even possible somehow. The only thing is setting up an alert_only path with trigger_interact at the very beginning. But that's kinda inappropriately because the guard would see a body / player, then search for the player, then after calming down setting the alarm, and then search again..