Yes, but it will require a unique script and a trigger zone!
Fist give the guards outside your cell the same name (Guard1, or something.)
Second give the guards the following code for their main script.
;Artificial Intelligence Script
;by Nue B.
;Brobinson317@sbcglobal.net
;Header
desc = Pace Waypoints until activated
;Triggers
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:settarget,activatetarget=2,animate=1,state=0
:state=0:state=1
:state=1,random=20:rotateheadrandom=65
:state=1,shotdamage=10:settarget,waypointstop,animate=1,rotatetotarget,resethead,state=4
:state=1,noiseheard=5:rotateheadrandom=85
:activated=1:waypointstop,rotatetoplr,state=3,shootplr
:state=3:animate=1,waypointstart,state=0
:state=4,plrcanbeseen=46:settarget
:state=4,random=20:animate=2,waypointstart,state=1
;End of Script
you'll have to copy and paste the code into notepad. call it what you want.
Thirdly place a trigger zone somewhere outside the cell.
Use "plrinzoneactivateifused.fpi" as the main script for this zone.
go into the entity property menu and type the name of the guards (Guard1) in the ifused box.
Test the game. the guards should follow the waypoints and look around until you enter the trigger zone and activate them. Once activated, they will begin the shooting script you assign them.
** If the guards are close to one another you'll have to alter their fire rate so that one is much higher than the other if you want them both to shoot at you. for example Guard1-a can have a fire rate of 25 and Guard1-b a fire rate of 75. Otherwise, one guard will not shoot until the first guard is dead. **
Nue B. or not Nue B. That is the question.