Banshee flees from air attacks, but Viking doesn't flee from ground attack. What defines this difference? All responsible options on unit and weapon seems to be equal between them. I want a Viking-alike unit, that only has AA weapon to flee from ground attacks, but engage in battle as usual if attacked from air.
Something you've created in your map is messing with it because I just made a default test map with some marines and vikings and the vikings definitely retreated away from the marine fire when hit. Try setting your viking to default and testing again, or do a test with the merc vikings if you've left those untouched.
Edit: after thinking about it, my guess is that the vikings are trying to morph into assault mode but are unable to because of the AI setting in your map. Just a guess. I'd try to work backwards from a corrupter instead.
Wow, somehow you gave me the idea to try, and it worked! The reason causing this issue was the same as in the neighbor thread about "help" sounds not running. Damage effects inherited from "CEffectDamage" parent have different set of flags, which doesn't cause flee reaction. Unlike the ones inherited from DU_WEAP.
Yea, that's the area I though the solution hides somwhere at, but the field you mentioned doesn't distinguish between if unit able or not to attack his offender. And default value of Acquire field works just fine if the damage effect set up correctly.