These are in the ARE actor struct (and are also inherited from spawn points and rest spawns). According to Taimon's notes, the Movement distance, which is the following word, can be set but is zeroed before use in BG series (it would control maximum distance for movement in things like MoveTo* or even Attack(), but is just set to 0 right before it would be needed).@devSin: I tracked down code location for RandomWalk which shares root function with RandomTurn and RandomRun (RandomFly uses its own). All four of these "Random" actions are found in the same switch. I wasn't sure how much you've worked with internals of engine but if you'd like code locations I can post em. Just working on doing some analysis to track down odd behavior of RandomWalk. Something easy in comparison to headache that is trying to resolve quick load crash. Anyway, in one of your posts you said something about "Wander distance" value. Where would I find this in NI? I looked at PST/BG2 and couldn't find it under CRE values.
RandomWalk() may also be influenced by the upper CRE flags (the "[spec] tracking" labels in NI); in the BG series, this would skew the random location choice to cause more grouping between matching objects (e.g., Race tracking would attempt to cluster near objects the same race as the active object), if you see any reads into the CRE flags in those methods. (No CREs use this in PST, though, so it's not really relevant.)