I want a NPC to flee to an xmarker on another side of a door when player enters a tunnel. Player enters and a cave in prevents him from using the door he came in through. Down the corridor is a Thief NPC some distance away. The Thief has a FleeTo package which implements at stage 10 of a simple quest. Stage is set as soon as player enters the tunnel via a trig box. Problem is player can run up to the NPC and chat with it for some seconds before the NPC decides to run away. Not good. Why won't the NPC just run away on LOS of player?