I had the same idea sort of. Except I want my guards to do something instead of staring into space forever.
When a trigger was activated they would go on alert and stuff. It'd work for your guys if they aren't going to be doing anything. ;D
You can chop the script up if you want also. Just credit me in your mission if you release it plz.
;general script to have a man "m" seem to talk
;thanks to Macguba for his animation guide and mission
_m = _this select 0
#talk
m switchmove "EffectStandTalk"
~14
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "FXCivilFoldOnesArms"
~6
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m playmove "FXCivilLookback"
~5
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m switchmove "FXCivilArmsAkimboL"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "EffectStandTalk"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
goto "talk"
#arm
m switchmove "null"
m setbehaviour "COMBAT"
exit
Now you can chop it up or remove the alerted part and its arguements. Or change the animations.
But to use it as is, you need to make a trigger and have it be whatever you want. Then in the activation field put
trig1done
And in your init.sqs of your mission you must write
trig1done = false
Good luck with it.