Talk:ForceFlee

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Revision as of 16:13, 18 October 2006 by imported>GuidoBot
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Isn't used at all in Vanillia Oblivion, and may not actually work --Dejunai 03:45, 12 May 2006 (EDT)

It does work. Used without any parameters, though, it tends to just make the calling actor run around aimlessly. Scruggs 22:25, 9 July 2006 (EDT)
The only way it appears to work at all, with or without parameters, is when the calling actor is in combat alert. GuidoBot 02:52, 18 October 2006 (EDT)
Sort of. After you call it the actor checks the surrounding area for threats. If it doesn't find any, it won't flee. But it will pause whatever it's doing (including conversation) for several moments, just standing there. To make it flee outside of combat, use a Flee Not Combat package.
When messing around with the parameters previously, I found I actually had to call StopCombat before ForceFlee in order to get actors to properly flee. Confusing...Scruggs 13:25, 18 October 2006 (EDT)
I tried lots of variations like this, including the Flee_Not_Combat, but I couldn't get the effects to work properly. (Not had good experiences with packages and I cant seem to make them generic enough, i.e. without specific targets.)
The issue of requiring the target to be 'under threat' also seems to apply to ForceTakeCover.
I have used ForceFlee successfully before in spell effects cast by the player that are marked Hostile. It seemed to work perfectly here. GuidoBot 17:13, 18 October 2006 (EDT)