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You can repeat this as many times as you want, even going as far as having a complete circle by having the ghost image hover above the physical body and cliking on it. At that point, you will get another ghost image, but have it connected to both the previous waypoint you added, and the starting one.
Pressing space will get you out of setting those waypoints (so you can go do other stuff)
As for timers and tweaking goes, hover your dot over the desired waypoint and:
R key will add time.
F key will subtract time.
Q and E keys will let you rotate the guard (without having to pick it up).
If you want to move the guard to a different spot, press left button mouse (only with a ghost image. if you want to have the starting point moved, you have to redo the whole path) and hold it until the circle is full, then you can move your guard (you can also rotate the guard with the keys in this mode).
Now, for path managing.
You set your guard to go from A to B, but there is an obstacle near the path (like a cart or boxes), and you want the guard to patrol to the LEFT of them, but instead the guy goes to the RIGHT (it happens a lot). To make sure it goes to the left, you set a patrol waypoint to the left of your obstacle to force the guard to go that way rather than the other. Adding time is optional, and you can leave it to 0 if you don't want the guard to stop there.
Hope this helped clear up your confusion. Feel free to ask anything else I might have forgotten.
I tried to see in the online manual but that didn't help nor any of the keys.
hmmm... I think what you're describing was the earlier version of the editor because at first, when you placed the guard down, you didn't go straight to the path mode. You had to hover above the guard and press and keep pressed the middle mouse button for a while before you entered the path mode.
While to add and substract time you had to press Q and E.
Have you tried to see if your copy of Aragami is up to date?
Did just download it yesterday so it should be fine.
I will verify it (ingame it said editor version 1, a beta build if thats the case?)
but it did fix it and the enemies did work now.
a bit weird this isn't in the final build.
Hmm, that's kinda weird indeed. I know that the recent version (with the insta-path) was already put out as public. And I have no difference between the beta and the public version, either.
I guess it are.
Hope they add more to it, from height or things in the campaign to the editor.
also more use of indoors.