Author: Snotwort
Author Website: n/a
Script Name: Attacking Guardians
Description: It causes the guardians of an NPC to attack the player at a certain point in a conversation.  Just the guardians will attack, not the NPC.  
Instructions on Use: Give the same tag to NPC and Guardians. The "SetIsTemporaryNeutral" ensures that the NPC wont go hostile.  I set the NPCs faction to 61, and the guardins to 11.  The script goes in the "Actions Taken" tab of the point in the dialogue you want the guardians to attack.

Script 1 (ActionTaken):

#include "NW_I0_GENERIC"

void main()

{

    object oPC = GetPCSpeaker();

    object oAssassin;

    int nNth = 1;

    string sTag;

    sTag = GetTag(OBJECT_SELF);

    oAssassin = GetNearestObjectByTag(sTag,OBJECT_SELF, nNth);

    AssignCommand(oAssassin, ChangeToStandardFaction(oAssassin, STANDARD_FACTION_HOSTILE));

    SetIsTemporaryNeutral(GetPCSpeaker());

   while(GetIsObjectValid(oAssassin) == TRUE)

     {

        nNth++;

        AssignCommand(oAssassin, DetermineCombatRound(oPC,FALSE));

        oAssassin = GetNearestObjectByTag(sTag,OBJECT_SELF, nNth);

     }

}