» Sun May 01, 2011 5:32 pm
The best way I've found is to use an ability with a drain fatigue effect. Have the creature scripted to remove the ability once the player gets close, but to re-apply it upon actual death. If the actor is not initially hostile, there is often no warning prior to the creature springing to life.
Although the spell list of one spawn is shared by all spawns of the same base, this spell list is only generated when the cell is loaded, rather than constantly. Meaning that if you have the same actor used 10 times in an interior, and all of them have the ability at the start, removing it from one will not cause all the other ones to suddenly spring to life. The exception to this is if the player, while running away, moves into another cell that uses the same spawns... who will now all be wandering around. This exception however can be quickly fixed by re-adding the ability within an onload block.