igi Posted August 30, 2004 Share Posted August 30, 2004 When a script uses StateOverrideFlag(TRUE) all creatures in the current area(?) ignore their current state flags for the time specified, or until a save-game reload. I'd guess that StateOverrideFlag(i:time) would override the states for the time indicated. NB. The creatures still have the state flags set. Link to comment
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