This is probably what you seek: [url]http://www.oldunreal.com/wiki/index.php?title=Epic:Unreal_Creature_Care_and_Feeding_Guide[/url]
AlarmTag: If AlarmTag is set, when the creature sees the player, it will (at all costs) first go to the actor with the same Tag as its AlarmTag. Friendly creatures will wait for the player as they move towards this actor. This can be used either to have friendly creatures lead the player to some area or object, or for unfriendly creatures to try to trigger events or set up initial attack formations. For example, you could have three Kraal in a room. Two attack you, while the other runs for a button which will lock the door behind you and sound an alarm. Alternatively, you could have them spread out in formation, seeking cover or advantageous positions when they see you. *AlarmPoints (see below) are designed to provide extensive scripting control when used with the AlarmTag.
AlarmPoints
Alarmpoints are designed to be used in conjunction with the alarmtag to cause creatures to perform complex actions upon seeing a player. If the Alarmpoints event is set, it will trigger all creatures with that tag when the alarm creature reaches the Alarmpoint. The attributes are:
NextAlarm: The next alarmpoint to go to after this one. If none, the creature will revert to normal AI after completing the actions specified by this point.
PauseTime: How long to pause at this alarmpoint.
DuckTime: How long to pause after playing the AlarmAnim (only used if an AlarmAnim is specified). Its called ducktime, because a typical use would be to have the creature duck, wait for ducktime, and then stand up and shoot (if bAttackWhilePaused is true). If you want to the creature to track the player while ducking, be sure to set *bAttackWhilePaused.
AlarmAnim: If specified, the creature will play this animation upon reaching the alarmpoint, as well as the AlarmSound if specified.
bStrafeTo: If true, and the creature can strafe, then the creature will strafe to this AlarmPoint, facing the enemy player. If the creature has a moving attack, it will fire while strafing if it has a clear shot.
bAttackWhilePaused: If true, the creature will shoot at the player while paused (unless he has a ShootTarget). If the player is not visible, the creature will fire at where he last saw the player.
bNoFail: If true, the creature will never give up trying to get to this Alarmpoint (just as it never gives up trying to get to other alarmtag actors). If false, and the creature gets knocked off its path, it may give up if it can no longer easily get to the alarmpoint.
bStopIfNoEnemy: If true, and the enemy is not visible, creature will stop at this Alarmpoint until it sees the enemy again. Otherwise, it will continue progessing through the Alarm actions.
bKillMe: Any creatures that are triggered by this alarmpoint (their tag = the alarmpoints event) will hate and kill the triggering creature, even if they wouldnt normally.
bDestroyAlarmTriggerer When a creature reaches this alarmpoint (and it is the creatures alarmtag destination), the creature is immediately destroyed.
ShootTarget: If bAttackWhilePaused is true and ShootTarget has the tag of some actor, the creature will fire at that actor rather than the player.
AlarmSound: If an AlarmAnim is specified, the AlarmSound will be played in conjunction with the AlarmAnim.
In your situation you would need to set the enemy who should alarm the others have its Alarmtag set to an AlarmPoint which Event is set to the Tag of the other enemies that should be warned and attack. Then give those guys an Alarmtag to an actor at the attack position. Then the first Alarmpoint (the one who warns the others) should have its NextAlarm set to this same tag so they all move to a location where they can see and attack you.