Talk:ForceFlee

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search

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)
I have been tinkering with this but I can't seem to get a creature to stop fleeing. And when it does eventually stop fleeing, it is no longer combative i.e. my character can walk right up to it and its just wandering aimlessly. Any thoughts on putting the creature back into combat mode?
ShadowDancer 14:49, 17 July 2007 (EDT)


In many cases, this function doesn't work for me. But there is a solution : temporarily set confidence to 0 and agression to 100, then a small EvP command. It's working fine ;)
Thanatos00 17:06, 20 Marsh 2008 (EDT)