AI Escape Demo for Thief II
 by J.Knez (Schwaa)
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The purpose of this demo is to show you how to set up an objective of having an AI 
  goto a certain location.

You could have Garrett release a prisoner, when he gets to his distination the objective
  will be complete. This would be good to have him follow the player there and the goal 
  wouldn't be completed until the prisoner was safe.  
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Run in Darkloader. Through Dromed, or Game.
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Make AI trol to point he should go (I didn't mess with Flee point) 

at that point is a marker named Goto 

AI linked to Goto(use name not number) with AIObjectWatch link 

link Data is 
self entry 
radius 5 
height 10 
reset 20000 
reuse 10000 
Frob Object = QVARSwitch (name of button) 
Wait = 20000 

made a button named QVARSwitch 

linked it to a QVAR Trap with Control Device link 
QVAR properties: 

Trap=Qvar 
=1:goal_state_0 its goal 0 , 1 =complete 

mis quest data 
type 

quest_create_mis goal_visible 0, 0 
quest_create_mis goal_type 0, 3 
quest_create_mis goal_target 0, # # = item number of QVARSwitch 
quest_create_mis goal_state 0, 0 
  
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Studio of Schwaa / no connection to LGS or Eidos, blah, blah, blah....
use at own risk....