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 |