Mind a little tutorial then? All I'm trying to do here for the record, is the following...
Cone shaped FOV (1-3-3 shape)
The player being caught activates an autoplay event.
Guard characters controlled via their normal movement pattern control.
Sorry to to get so specific, it's just clear you have experience in this field, and would love some help in this regard.
So, if you're using the Player Sensor plugin, you'd go in to each of your Guards and add the Notetag to the event <PsensorF:3>.
Then run the plugin command PSS start somewhere on the same map (say, in an autorun event that turns itself off after) and the guards will be activated. Run the plugin command PSS stop if you want them to stop searching again.
In the Plugin Settings, the top option lets you select a letter A, B, C or D - this will be the Self Switch that the guards will turn on if they see you.
So set it to, say, D, then in your Guard event add a page with the condition Self Switch D is on, set it to Autorun, and event out your capture event in there.
One issue I did find is that having a lot of guards on the same map caused some significant lag (I think I had more than 30 on the same map...). If you have this problem, the solution I used was to split my map up into chunks, and only activate certain guards when I was close enough, so they're not all searching at once. To do this, for the guard Notetag use <!PsensorF:3> instead (with an ! mark). This will stop the guard searching even when you use PSS start. Then, when you want to activate specific guards, use a script call and write something like
(where the 2 and 4 are the Event IDs of guards I am turning on and off from searching).
Hopefully that all makes sense!