ActivateFleeToExit()
Causes a creature to run to its exit waypoint and disappear.
void ActivateFleeToExit();
Description
ActivateFleeToExit will cause an NPC to flee to a waypoint called EXIT_ + <NPC's tag>, and then destroy itself, optionally respawning at its spawn-in location.
For ActionFleeToExit to work, you must set one of these four spawn-in conditions: NW_FLAG_TELEPORT_LEAVE, NW_FLAG_TELEPORT_RETURN, NW_FLAG_ESCAPE_LEAVE or NW_FLAG_ESCAPE_RETURN.
NPCs with the TELEPORT flags simply destroy themselves in an EFFECT_UNSUMMON effect.
Remarks
You can confirm that your NPC is flagged to use this function with GetFleeToExit().
When using the NW_FLAG_ESCAPE_RETURN option, it is an absolute requirement that the TAG of your NPC is 100% identical to its resref. As can be seen in nw_i0_generic.nss, the ActivateFleeToExit() function uses
CreateSignPostNPC() (with the TAG as argument) to respawn the npc. However, that function requires the resref, and will not work at all with a tag!
So if an NPC's resref is "halfling016", then the NPC's tag must be "halfling016", otherwise the NPC will flee and disappear, but never return!
Requirements
#include "NW_I0_GENERIC"
Version
1.26
Example
// In an OnPerception event, a scared PC pegs it. #include "NW_I0_GENERIC" void main() { ActivateFleeToExit(); }
See Also
functions: | GetFleeToExit |
categories: | Core AI Functions | Movement Functions |
constants: | NW_FLAG_* Constants |
author: Iskander Merriman, editor: Charles Feduke, additional contributor(s): Cheiron, Bjorn Toft