Flee

Number of arguments: 3

Example:

Flee           10.0, 10000.0, 10.0

Flee works in association with SenseDanger and is activated after the SenseDanger condition has been fulfilled. It specifies the behaviour of a fleeing character like a pedestrian or a droid.

Arguments:

Argument # Argument meaning
1 A radius in JK units in which the character feels "in danger"
2 Time for check a new direction
3 Fleeing time in seconds