ActivateFleeToExit()

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Causes a creature to run to its exit waypoint and disappear.

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 NPC runs away.
#include "nw_i0_generic"
void main() 
{
    ActivateFleeToExit();
}

See Also

functions:  GetFleeToExit
constants:  NW_FLAG_* Constants


author: Iskander Merriman, editor: Charles Feduke, additional contributor(s): Cheiron, Bjorn Toft