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ePedConfigFlags.json
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{
"0": {
"name": "CreatedByFactory"
},
"1": {
"name": "CanBeShotInVehicle",
"rockstarDescription": "script can stop peds being shot when driving vehicle (including exposed ones like bikes)"
},
"2": {
"name": "NoCriticalHits",
"rockstarDescription": "ped cannot be killed by a single bullet"
},
"3": {
"name": "DrownsInWater",
"rockstarDescription": "does this ped drown or swim?"
},
"4": {
"name": "DrownsInSinkingVehicle",
"rockstarDescription": "does this ped take damage whilst in a sinking vehicle?"
},
"5": {
"name": "DiesInstantlyWhenSwimming",
"rockstarDescription": "Ped cannot swim and will die as soon as they are required to swim"
},
"6": {
"name": "HasBulletProofVest",
"rockstarDescription": "is this ped wearing a bullet proof vest"
},
"7": {
"name": "UpperBodyDamageAnimsOnly",
"rockstarDescription": "force ped to play only upper body damage anims from weapons"
},
"8": {
"name": "NeverFallOffSkis",
"rockstarDescription": "Ped will never fall over on skis"
},
"9": {
"name": "NeverEverTargetThisPed",
"rockstarDescription": "script control over player targeting"
},
"10": {
"name": "ThisPedIsATargetPriority",
"rockstarDescription": "script control over player targeting"
},
"11": {
"name": "TargettableWithNoLos",
"rockstarDescription": "script control over player targeting"
},
"12": {
"name": "DoesntListenToPlayerGroupCommands",
"rockstarDescription": "script can set this so ped will be in players group but not reacting to commands"
},
"13": {
"name": "NeverLeavesGroup"
},
"14": {
"name": "DoesntDropWeaponsWhenDead",
"rockstarDescription": "script command"
},
"15": {
"name": "SetDelayedWeaponAsCurrent",
"rockstarDescription": "when the peds delayed weapon finally loads, set it as the peds current weapon"
},
"16": {
"name": "KeepTasksAfterCleanUp",
"rockstarDescription": "If true ped will carry on with task even after script ped cleanup"
},
"17": {
"name": "BlockNonTemporaryEvents",
"rockstarDescription": "! Set to block any events that might interrupt the currently running tasks."
},
"18": {
"name": "HasAScriptBrain"
},
"19": {
"name": "WaitingForScriptBrainToLoad"
},
"20": {
"name": "AllowMedicsToReviveMe",
"rockstarDescription": "never allow this ped to be revived",
"rockstarCodeComment": "If this ped dies medics will be dispatched, false by default for mission peds, the ped wont be revived"
},
"21": {
"name": "MoneyHasBeenGivenByScript",
"rockstarDescription": "script can give specific amount of money to ped (script peds don't drop any money by default)"
},
"22": {
"name": "NotAllowedToCrouch",
"rockstarDescription": "Is this ped allowed to crouch at all?"
},
"23": {
"name": "DeathPickupsPersist",
"rockstarDescription": "script command to control what type of pickups are created when ped dies"
},
"24": {
"name": "IgnoreSeenMelee",
"rockstarDescription": "script command so ped doesn't stop to watch fights"
},
"25": {
"name": "ForceDieIfInjured",
"rockstarDescription": "script command so missions peds die if injured"
},
"26": {
"name": "DontDragMeOutCar",
"rockstarDescription": "force this ped can't be carjacked",
"rockstarCodeComment": "Prevents a ped from being able to be dragged out of a car"
},
"27": {
"name": "StayInCarOnJack",
"rockstarDescription": "script sets this to keep peds in car when the player steals it"
},
"28": {
"name": "ForceDieInCar",
"rockstarDescription": "don't fall out car if killed"
},
"29": {
"name": "GetOutUndriveableVehicle",
"rockstarDescription": "script can stop peds automatically getting out of vehicle when it's upside down or undrivable(for races and stuff)",
"rockstarCodeComment": "Script can stop peds automatically getting out of car when it's upside down or undrivable, defaults to true"
},
"30": {
"name": "WillRemainOnBoatAfterMissionEnds",
"rockstarDescription": "script can stop peds automatically leaving boats when they become random chars, after a script quits"
},
"31": {
"name": "DontStoreAsPersistent",
"rockstarDescription": "Some peds (like mission peds) should not be stored as persistent."
},
"32": {
"name": "WillFlyThroughWindscreen",
"rockstarCodeComment": "Ped will fly through the vehicle windscreen upon a forward impact at high velocity"
},
"33": {
"name": "DieWhenRagdoll"
},
"34": {
"name": "HasHelmet",
"rockstarDescription": "currently has helmet equipped?",
"rockstarCodeComment": "Ped has a helmet (/ The PedHelmetComponent has put the helmet on the ped via \"put on\" animations)"
},
"35": {
"name": "UseHelmet",
"rockstarDescription": "will the ped try to put on their helmet?"
},
"36": {
"name": "DontTakeOffHelmet",
"rockstarDescription": "the ped will not take off their helmet (if equipped) while this is set",
"rockstarCodeComment": "Disable the ped taking off his helmet automatically"
},
"37": {
"name": "HideInCutscene"
},
"38": {
"name": "PedIsEnemyToPlayer"
},
"39": {
"name": "DisableEvasiveDives"
},
"40": {
"name": "PedGeneratesDeadBodyEvents",
"rockstarDescription": "Generates shocking events as if dead"
},
"41": {
"name": "DontAttackPlayerWithoutWantedLevel"
},
"42": {
"name": "DontInfluenceWantedLevel",
"rockstarDescription": "Can do any crime against this character and the cops turn a blind eye (no crime reported)",
"rockstarCodeComment": "Can do any crime against this character and the cops turn a blind eye (no crime reported)"
},
"43": {
"name": "DisablePlayerLockon"
},
"44": {
"name": "DisableLockonToRandomPeds",
"rockstarCodeComment": "Disable lockon to random ambient peds"
},
"45": {
"name": "AllowLockonToFriendlyPlayers"
},
"46": {
"name": "DisableHornAudioWhenDead",
"rockstarDescription": "Disable the horn when a ped dies in the car and has his head against the wheel",
"rockstarCodeComment": "Disable horn audio when the ped dies and rests his head on top of the steering wheel"
},
"47": {
"name": "PedBeingDeleted"
},
"48": {
"name": "BlockWeaponSwitching",
"rockstarDescription": "Disable weapon switching while this is set"
},
"49": {
"name": "BlockGroupPedAimedAtResponse",
"rockstarDescription": "Disable the behaviour which causes player-group peds to crouch when the player aims at them"
},
"50": {
"name": "WillFollowLeaderAnyMeans",
"rockstarDescription": "Basically defines whether group peds will use cars etc to follow their leader (default=false)"
},
"51": {
"name": "BlippedByScript",
"rockstarDescription": "Set to true if the char has ever been blipped, not 100% correct so don't use it on anything sensitive."
},
"52": {
"name": "DrawRadarVisualField",
"rockstarDescription": "Draw this peds visual field in the stealth radar"
},
"53": {
"name": "StopWeaponFiringOnImpact",
"rockstarDescription": "Set to true to stop the peds weapon firing on impact when they drop it"
},
"54": {
"name": "DissableAutoFallOffTests",
"rockstarDescription": "Set to true to stop ped scanning for things to fall off when shot by the player"
},
"55": {
"name": "SteerAroundDeadBodies",
"rockstarDescription": "Forces peds to steer around dead bodies, the default is false."
},
"56": {
"name": "ConstrainToNavMesh",
"rockstarDescription": "Ped is constrained to navmesh's surface"
},
"57": {
"name": "SyncingAnimatedProps",
"rockstarDescription": "Set this to true if the ped should attempt to synchronise the animations of an attached prop to its movement anims"
},
"58": {
"name": "IsFiring"
},
"59": {
"name": "WasFiring"
},
"60": {
"name": "IsStanding",
"rockstarDescription": "is ped standing on something"
},
"61": {
"name": "WasStanding",
"rockstarDescription": "was the ped standing last frame"
},
"62": {
"name": "InVehicle",
"rockstarDescription": "is in a vehicle"
},
"63": {
"name": "OnMount"
},
"64": {
"name": "AttachedToVehicle",
"rockstarDescription": "is attached to a vehicle"
},
"65": {
"name": "IsSwimming",
"rockstarDescription": "is ped swimming in water "
},
"66": {
"name": "WasSwimming",
"rockstarDescription": "was the ped swimming in water last frame"
},
"67": {
"name": "IsSkiing",
"rockstarDescription": "is the ped skiing"
},
"68": {
"name": "IsSitting",
"rockstarDescription": "is the ped sitting"
},
"69": {
"name": "KilledByStealth",
"rockstarDescription": "Determines if this ped was killed by a stealth action"
},
"70": {
"name": "KilledByTakedown",
"rockstarDescription": "Determines if this ped was killed by a takedown action"
},
"71": {
"name": "Knockedout",
"rockstarDescription": "Determines if this ped was finished with a knockout action"
},
"72": {
"name": "ClearRadarBlipOnDeath",
"rockstarDescription": "so peds automatically given blips will clear them again when they die (mainly used for peds recruited into players group)"
},
"73": {
"name": "JustGotOffTrain",
"rockstarDescription": "train code uses this when grabbing random peds to get in trains"
},
"74": {
"name": "JustGotOnTrain",
"rockstarDescription": "train code uses this when grabbing random peds to get in trains"
},
"75": {
"name": "UsingCoverPoint",
"rockstarDescription": "set to true when a ped is in process of using a cover point"
},
"76": {
"name": "IsInTheAir",
"rockstarDescription": "is in the air"
},
"77": {
"name": "KnockedUpIntoAir",
"rockstarDescription": "has ped been knocked up into the air by a car collision"
},
"78": {
"name": "IsAimingGun",
"rockstarDescription": "is ped aiming gun",
"rockstarCodeComment": "Is set when a ped is performing an aim task"
},
"79": {
"name": "HasJustLeftCar",
"rockstarDescription": "used by navigation to force scan for cars collisions"
},
"80": {
"name": "TargetWhenInjuredAllowed"
},
"81": {
"name": "CurrLeftFootCollNM",
"rockstarDescription": "footprints"
},
"82": {
"name": "PrevLeftFootCollNM",
"rockstarDescription": "footprints"
},
"83": {
"name": "CurrRightFootCollNM",
"rockstarDescription": "footprints"
},
"84": {
"name": "PrevRightFootCollNM",
"rockstarDescription": "footprints"
},
"85": {
"name": "HasBeenBumpedInCar",
"rockstarDescription": "Has this ped been bumped by a car while driving?"
},
"86": {
"name": "InWaterTaskQuitToClimbLadder",
"rockstarDescription": "The in-water task has just quit in response to a ladder-climb request"
},
"87": {
"name": "NMTwoHandedWeaponBothHandsConstrained",
"rockstarDescription": "when using physical 2-handed weapons, both hands have been latched to the gun model (used when sending ConfigureCharacter to NM)"
},
"88": {
"name": "CreatedBloodPoolTimer"
},
"89": {
"name": "DontActivateRagdollFromAnyPedImpact"
},
"90": {
"name": "GroupPedFailedToEnterCover"
},
"91": {
"name": "AlreadyChattedOnPhone"
},
"92": {
"name": "AlreadyReactedToPedOnRoof"
},
"93": {
"name": "ForcePedLoadCover",
"rockstarDescription": "Set by the script to force a ped to load cover"
},
"94": {
"name": "BlockCoweringInCover"
},
"95": {
"name": "BlockPeekingInCover"
},
"96": {
"name": "JustLeftCarNotCheckedForDoors",
"rockstarDescription": "Set when a ped exits a car. The first time he he moves he should check for door obstructions."
},
"97": {
"name": "VaultFromCover"
},
"98": {
"name": "AutoConversationLookAts"
},
"99": {
"name": "UsingCrouchedPedCapsule",
"rockstarDescription": "Set to indicate that the ped's bounds are in the crouched configuration"
},
"100": {
"name": "HasDeadPedBeenReported",
"rockstarDescription": "Whether this ped has been investigated (for dead peds)"
},
"101": {
"name": "ForcedAim",
"rockstarDescription": "If set, we will always behave like we have the aim trigger pressed",
"rockstarCodeComment": "If set, we will always behave like we have the aim trigger pressed, also works for AI in cars"
},
"102": {
"name": "SteersAroundPeds",
"rockstarDescription": "Enables/disables the low-level steering behaviour around peds and objects"
},
"103": {
"name": "SteersAroundObjects",
"rockstarDescription": "Enables/disables the low-level steering behaviour around peds and objects"
},
"104": {
"name": "OpenDoorArmIK",
"rockstarDescription": "Set if the ped should enable open door arm IK",
"rockstarCodeComment": "Set if the ped should enable open door arm IK"
},
"105": {
"name": "ForceReload",
"rockstarDescription": "Force a reload of the current weapon"
},
"106": {
"name": "DontActivateRagdollFromVehicleImpact",
"rockstarDescription": "Blocks ragdoll activation when hit by a vehicle",
"rockstarCodeComment": "Blocks ragdoll activation when hit by a vehicle"
},
"107": {
"name": "DontActivateRagdollFromBulletImpact",
"rockstarDescription": "Blocks ragdoll activation when hit by a bullet",
"rockstarCodeComment": "Blocks ragdoll activation when hit by a bullet"
},
"108": {
"name": "DontActivateRagdollFromExplosions",
"rockstarDescription": "Blocks ragdoll activation when hit by an explosive",
"rockstarCodeComment": "Blocks ragdoll activation when hit by an explosive"
},
"109": {
"name": "DontActivateRagdollFromFire",
"rockstarDescription": "Blocks ragdoll activation when set on fire",
"rockstarCodeComment": "Blocks ragdoll activation when set on fire"
},
"110": {
"name": "DontActivateRagdollFromElectrocution",
"rockstarDescription": "Blocks ragdoll activation when electrocuted",
"rockstarCodeComment": "Blocks ragdoll activation when electrocuted"
},
"111": {
"name": "IsBeingDraggedToSafety",
"rockstarDescription": "Whether this ped is being dragged to safety"
},
"112": {
"name": "HasBeenDraggedToSafety",
"rockstarDescription": "Whether this ped has been dragged to safety"
},
"113": {
"name": "KeepWeaponHolsteredUnlessFired",
"rockstarDescription": "Ignores the creation of the weapon object unless the gun is shot.",
"rockstarCodeComment": "Will keep the peds weapon holstered until they shoot or change weapons"
},
"114": {
"name": "ForceScriptControlledKnockout",
"rockstarDescription": "Forces a melee knockout state for the victim ped",
"rockstarCodeComment": "Forces a melee knockout state for the victim ped"
},
"115": {
"name": "FallOutOfVehicleWhenKilled",
"rockstarDescription": "Forces a ped to fall out of a vehicle when killed",
"rockstarCodeComment": "Forces a ped in a vehicle to collapse out onto the floor (TaskDyingDead launches TaskExitVehicle)"
},
"116": {
"name": "GetOutBurningVehicle",
"rockstarDescription": "If set, a ped will escape a burning vehicle they are inside ",
"rockstarCodeComment": "If set, a ped will escape a burning vehicle they are inside, defaults to true"
},
"117": {
"name": "BumpedByPlayer",
"rockstarDescription": "Whether this ped has been bumped by the player."
},
"118": {
"name": "RunFromFiresAndExplosions",
"rockstarDescription": "If set, a ped will run away from fires or potential explosions ",
"rockstarCodeComment": "If set, a ped will escape a burning vehicle they are inside, defaults to true"
},
"119": {
"name": "TreatAsPlayerDuringTargeting",
"rockstarDescription": "If set, the ped will be given the same boost a player gets in the targeting scoring system.",
"rockstarCodeComment": "If set, the ped will be given the same boost a player gets in the targeting scoring system"
},
"120": {
"name": "IsHandCuffed",
"rockstarDescription": "indicates if the ped is currently hand cuffed"
},
"121": {
"name": "IsAnkleCuffed",
"rockstarDescription": "indicates if the ped is currently ankle cuffed"
},
"122": {
"name": "DisableMelee",
"rockstarDescription": "Disables the melee for a particular ped",
"rockstarCodeComment": "Disable melee for a ped (only supported for player right now)"
},
"123": {
"name": "DisableUnarmedDrivebys",
"rockstarDescription": "Disables unarmed driveby taunts for ped",
"rockstarCodeComment": "Disable unarmed driveby taunts for a ped"
},
"124": {
"name": "JustGetsPulledOutWhenElectrocuted",
"rockstarDescription": "MP only, if ped is electrocuted or rubber bulletted, players jacking the ped will just pull them out",
"rockstarCodeComment": "MP only - if this ped is tased or rubber bulleted in a vehicle and a ped jacks them, the jacker will only pull the ped out"
},
"125": {
"name": "UNUSED_REPLACE_ME"
},
"126": {
"name": "WillNotHotwireLawEnforcementVehicle",
"rockstarDescription": "True if the ped will skip hotwiring a law enforcement vehicle if it needs to be hotwired",
"rockstarCodeComment": "If set, the ped won't hotwire a lawenforcement vehicle"
},
"127": {
"name": "WillCommandeerRatherThanJack",
"rockstarDescription": "True if the ped will try to commandeer a vehicle rather than jack if possible",
"rockstarCodeComment": "If set, the ped will play commandeering anims rather than jacking if available"
},
"128": {
"name": "CanBeAgitated",
"rockstarDescription": "True if the ped will respond to agitation events",
"rockstarCodeComment": "If set, the ped can be agitated"
},
"129": {
"name": "ForcePedToFaceLeftInCover",
"rockstarDescription": "If set ped will turn to face left in cover",
"rockstarCodeComment": "If set ped will turn to face left in cover"
},
"130": {
"name": "ForcePedToFaceRightInCover",
"rockstarDescription": "If set ped will turn to face right in cover",
"rockstarCodeComment": "If set ped will turn to face right in cover"
},
"131": {
"name": "BlockPedFromTurningInCover",
"rockstarDescription": "If set ped will not turn in cover, unless one of the force flags is set",
"rockstarCodeComment": "If set ped will not turn in cover, unless one of the force flags is set"
},
"132": {
"name": "KeepRelationshipGroupAfterCleanUp",
"rockstarDescription": "Will allow the ped to keep their relationship group after mission cleanup as opposed to going back to default",
"rockstarCodeComment": "Ped keeps their relationship group when the mission is cleaned up or they are marked as no longer needed"
},
"133": {
"name": "ForcePedToBeDragged",
"rockstarDescription": "Forces Ped To Loop Try Locked Door Anim In Order To Be Dragged Along When Vehicle Moves",
"rockstarCodeComment": "Ped will loop the try locked door anim when they get to the door in order for them to automatically be dragged along"
},
"134": {
"name": "PreventPedFromReactingToBeingJacked",
"rockstarDescription": "Ped doesn't react when being jacked",
"rockstarCodeComment": "Ped doesn't react when being jacked"
},
"135": {
"name": "IsScuba",
"rockstarDescription": "indicates if the ped is currently equipped for scuba"
},
"136": {
"name": "WillArrestRatherThanJack",
"rockstarDescription": "For cops arresting peds in vehicles"
},
"137": {
"name": "RemoveDeadExtraFarAway",
"rockstarDescription": "We must be further away before ped polulation remove this ped when it is dead",
"rockstarCodeComment": "We must be further away before ped polulation remove this ped when it is dead"
},
"138": {
"name": "RidingTrain",
"rockstarDescription": "True if the ped is riding a train"
},
"139": {
"name": "ArrestResult",
"rockstarDescription": "True if the arrest task succeeded",
"rockstarCodeComment": "If set, the ped arrest task completed successfully"
},
"140": {
"name": "CanAttackFriendly",
"rockstarDescription": "True allows this ped to attack peds theya re friendly with",
"rockstarCodeComment": "True allows this ped to attack peds they are friendly with"
},
"141": {
"name": "WillJackAnyPlayer",
"rockstarDescription": "True if this player ped can jack any other player (MP Only)",
"rockstarCodeComment": "MP only, if set this ped will be allowed to jack any player peds, regardless of relationship"
},
"142": {
"name": "BumpedByPlayerVehicle",
"rockstarDescription": "Whether this ped has been bumped by a player vehicle."
},
"143": {
"name": "DodgedPlayerVehicle",
"rockstarDescription": "Whether this ped has just dodged a player vehicle."
},
"144": {
"name": "WillJackWantedPlayersRatherThanStealCar",
"rockstarDescription": "True if this player will jack wanted passengers rather than try to steal a car (cops arresting crims) (MP Only)",
"rockstarCodeComment": "MP only, True if this player will jack hated players rather than try to steal a car (cops arresting crims)"
},
"145": {
"name": "NoCopWantedAggro",
"rockstarDescription": "If this flag is set on a cap, skip some of the code that would normally make them extra aggressive and alert."
},
"146": {
"name": "DisableLadderClimbing",
"rockstarDescription": "If this flag is set on a ped it will not scan for or climb ladders",
"rockstarCodeComment": "If this flag is set on a ped it will not scan for or climb ladders"
},
"147": {
"name": "StairsDetected",
"rockstarDescription": "If this flag is set on a ped it has detected stairs"
},
"148": {
"name": "SlopeDetected",
"rockstarDescription": "If this flag is set on a ped it has detected a slope"
},
"149": {
"name": "HelmetHasBeenShot",
"rockstarDescription": "If this flag is set on a ped it's helmet has been damaged"
},
"150": {
"name": "CowerInsteadOfFlee",
"rockstarDescription": "If set, the ped will cower in place rather than flee, used. Used for scenarios in confined spaces.",
"rockstarCodeComment": "If set the ped should cower instead of fleeing"
},
"151": {
"name": "CanActivateRagdollWhenVehicleUpsideDown",
"rockstarDescription": "If set the ped will be allowed to ragdoll when the vehicle they are in gets turned upside down if the seat supports it.",
"rockstarCodeComment": "If set the ped will be allowed to ragdoll when the vehicle they are in gets turned upside down if the seat supports it"
},
"152": {
"name": "AlwaysRespondToCriesForHelp",
"rockstarDescription": "If set, the ped will respond to CEventInjuredCryForHelp regardless if it is allied with the injured ped.",
"rockstarCodeComment": "If set the ped will respond to cries for help even if not friends with the injured ped."
},
"153": {
"name": "DisableBloodPoolCreation",
"rockstarCodeComment": "If set the ped will not create a blood pool when dead"
},
"154": {
"name": "ShouldFixIfNoCollision",
"rockstarDescription": "If set, the ped will be fixed if there is no collision around.",
"rockstarCodeComment": "If set, the ped will be fixed if there is no collision around."
},
"155": {
"name": "CanPerformArrest",
"rockstarDescription": "If set, the ped can perform arrests on peds that can be arrested",
"rockstarCodeComment": "If set, the ped can perform arrests on peds that can be arrested"
},
"156": {
"name": "CanPerformUncuff",
"rockstarDescription": "If set, the ped can uncuff peds that are handcuffed",
"rockstarCodeComment": "If set, the ped can uncuff peds that are handcuffed"
},
"157": {
"name": "CanBeArrested",
"rockstarDescription": "If set, the ped may be arrested",
"rockstarCodeComment": "If set, the ped can be arrested"
},
"158": {
"name": "MoverConstrictedByOpposingCollisions",
"rockstarDescription": "If set, the ped's mover is getting collisions from opposing sides."
},
"159": {
"name": "PlayerPreferFrontSeatMP",
"rockstarDescription": "When true, Prefer the front seat when getting in a car with buddies.",
"rockstarCodeComment": "When true, Prefer the front seat when getting in a car with buddies."
},
"160": {
"name": "DontActivateRagdollFromImpactObject"
},
"161": {
"name": "DontActivateRagdollFromMelee"
},
"162": {
"name": "DontActivateRagdollFromWaterJet"
},
"163": {
"name": "DontActivateRagdollFromDrowning"
},
"164": {
"name": "DontActivateRagdollFromFalling"
},
"165": {
"name": "DontActivateRagdollFromRubberBullet"
},
"166": {
"name": "IsInjured",
"rockstarDescription": "When true, the ped will use injured movement anim sets and getup animations."
},
"167": {
"name": "DontEnterVehiclesInPlayersGroup",
"rockstarDescription": "When true, will follow the player around if in their group but wont enter vehicles.",
"rockstarCodeComment": "When true, will follow the player around if in their group but wont enter vehicles."
},
"168": {
"name": "SwimmingTasksRunning",
"rockstarDescription": "stronger than IsSwimming, persists so long as the tasks are active"
},
"169": {
"name": "PreventAllMeleeTaunts",
"rockstarDescription": "Disable all melee taunts for this particular ped",
"rockstarCodeComment": "Disable all melee taunts for this particular ped"
},
"170": {
"name": "ForceDirectEntry",
"rockstarDescription": "Will force this ped to use the direct entry point for any vehicle they try to enter, or warp in",
"rockstarCodeComment": "Will force this ped to use the direct entry point for any vehicle they try to enter, or warp in"
},
"171": {
"name": "AlwaysSeeApproachingVehicles",
"rockstarDescription": "This ped will always see approaching vehicles (even from behind).",
"rockstarCodeComment": "This ped will always see approaching vehicles (even from behind)."
},
"172": {
"name": "CanDiveAwayFromApproachingVehicles",
"rockstarDescription": "This ped can dive away from approaching vehicles.",
"rockstarCodeComment": "This ped can dive away from approaching vehicles."
},
"173": {
"name": "AllowPlayerToInterruptVehicleEntryExit",
"rockstarDescription": "Will allow player to interrupt a peds scripted entry/exit task as if they had triggered it themselves",
"rockstarCodeComment": "Will allow player to interrupt a peds scripted entry/exit task as if they had triggered it themselves"
},
"174": {
"name": "OnlyAttackLawIfPlayerIsWanted",
"rockstarDescription": "This ped won't attack cops unless the player is wanted.",
"rockstarCodeComment": "This ped will only attack cops if the player is wanted"
},
"175": {
"name": "PlayerInContactWithKinematicPed",
"rockstarDescription": "Gets set to true if the player ped is colliding against a ped in kinematic mode."
},
"176": {
"name": "PlayerInContactWithSomethingOtherThanKinematicPed",
"rockstarDescription": "Gets set to true if the player ped is colliding against something which isn't a ped in kinematic mode."
},
"177": {
"name": "PedsJackingMeDontGetIn",
"rockstarDescription": "If set any ped jacking this ped will not get in as part of the jack.",
"rockstarCodeComment": "If set the ped will not get in as part of the jack"
},
"178": {
"name": "AdditionalRappellingPed"
},
"179": {
"name": "PedIgnoresAnimInterruptEvents",
"rockstarDescription": "AI peds only, will not early out of anims",
"rockstarCodeComment": "AI peds only, will not early out of anims, default behaviour is to exit as early as possible"
},
"180": {
"name": "IsInCustody",
"rockstarDescription": "Signifies a player is in custody",
"rockstarCodeComment": "Any targeting LoS checks will fail if any materials with 'see through' materials found."
},
"181": {
"name": "ForceStandardBumpReactionThresholds",
"rockstarDescription": "By default, armed and friendly peds have increased resistance to being bumped by players and friendly vehicles. Setting this flag will make them use the standard thresholds instead.",
"rockstarCodeComment": "Setting this on an armed or buddy ped will make him more likely to perform an nm reaction when bumped by a player, friendly vehicle or ragdolling ped."
},
"182": {
"name": "LawWillOnlyAttackIfPlayerIsWanted",
"rockstarDescription": "If set, this ped can only be attacked by law if the player is wanted",
"rockstarCodeComment": "If set on a ped, law peds will only attack if the local player is wanted"
},
"183": {
"name": "IsAgitated",
"rockstarDescription": "If set, this ped is agitated."
},
"184": {
"name": "PreventAutoShuffleToDriversSeat",
"rockstarDescription": "MP only, prevents passenger from auto shuffling over to drivers seat if it becomes free.",
"rockstarCodeComment": "Prevents passenger from auto shuffling over to drivers seat if it becomes free"
},
"185": {
"name": "UseKinematicModeWhenStationary",
"rockstarDescription": "When enabled, the ped will continually set the kinematic mode reset flag when stationary.",
"rockstarCodeComment": "When enabled, the ped will continually set the kinematic mode reset flag when stationary."
},
"186": {
"name": "EnableWeaponBlocking",
"rockstarDescription": "When enabled, Non-player peds can use WeaponBlocking behaviors"
},
"187": {
"name": "HasHurtStarted"
},
"188": {
"name": "DisableHurt",
"rockstarDescription": "Will prevent the peds go into hurt combat mode",
"rockstarCodeComment": "Set to disable the combat hurt mode"
},
"189": {
"name": "PlayerIsWeird",
"rockstarDescription": "Should this player ped periodically generate shocking events for being weird.",
"rockstarCodeComment": "Should this player ped periodically generate shocking events for being weird"
},
"190": {
"name": "PedHadPhoneConversation",
"rockstarDescription": "Has this ped had a phone conversation before."
},
"191": {
"name": "BeganCrossingRoad",
"rockstarDescription": "Indicates ped started crossing the road in case of interruption."
},
"192": {
"name": "WarpIntoLeadersVehicle",
"rockstarDescription": "Warp into leaders vehicle"
},
"193": {
"name": "DoNothingWhenOnFootByDefault",
"rockstarDescription": "Do nothing when on foot by default",
"rockstarCodeComment": "Do nothing when on foot, by default"
},
"194": {
"name": "UsingScenario",
"rockstarDescription": "Set when the ped is using a scenario. Call CPed::UpdateSpatialArrayTypeFlags() if changing."
},
"195": {
"name": "VisibleOnScreen",
"rockstarDescription": "Set when the ped is visible on screen, as determined by CPedAILodManager."
},
"196": {
"name": "DontCollideWithKinematic",
"rockstarDescription": "If true, the ped will not collide with other kinematic peds."
},
"197": {
"name": "ActivateOnSwitchFromLowPhysicsLod",
"rockstarDescription": "If set, activate physics when switching from low to regular physics LOD."
},
"198": {
"name": "DontActivateRagdollOnPedCollisionWhenDead",
"rockstarDescription": "Peds with this flag set won't be allowed to reactivate their ragdoll when hit by another ragdoll.",
"rockstarCodeComment": "Peds with this flag set won't be allowed to reactivate their ragdoll when hit by another ragdoll."
},
"199": {
"name": "DontActivateRagdollOnVehicleCollisionWhenDead",
"rockstarDescription": "Peds with this flag set won't be allowed to reactivate their ragdoll when hit by a vehicle.",
"rockstarCodeComment": "Peds with this flag set won't be allowed to reactivate their ragdoll when hit by a vehicle."
},
"200": {
"name": "HasBeenInArmedCombat",
"rockstarDescription": "Is set if this ped has ever been in armed combat",
"rockstarCodeComment": "True if we've ever been in non-melee combat"
},
"201": {
"name": "UseDiminishingAmmoRate",
"rockstarDescription": "Set for when we want to diminish the ammo at a slower rate. Used specifically in cases where AI do not have infinite ammo."
},
"202": {
"name": "Avoidance_Ignore_All",
"rockstarDescription": "This ped won't steer around anyone",
"rockstarCodeComment": "True if we never steer around peds"
},
"203": {
"name": "Avoidance_Ignored_by_All",
"rockstarDescription": "Other peds won't steer around this ped",
"rockstarCodeComment": "True if peds never steer around us"
},
"204": {
"name": "Avoidance_Ignore_Group1",
"rockstarDescription": "This ped won't steer around peds marked group 1",
"rockstarCodeComment": "True if we steer around peds that are members of group 1"
},
"205": {
"name": "Avoidance_Member_of_Group1",
"rockstarDescription": "This ped is marked as a member of avoidance group 1",
"rockstarCodeComment": "True if we are members of avoidance group 1"
},
"206": {
"name": "ForcedToUseSpecificGroupSeatIndex",
"rockstarDescription": "Ped is forced to use specific seat index set by SET_PED_GROUP_MEMBER_PASSENGER_INDEX",
"rockstarCodeComment": "Ped is forced to use specific seat index set by SET_PED_GROUP_MEMBER_PASSENGER_INDEX"
},
"207": {
"name": "LowPhysicsLodMayPlaceOnNavMesh",
"rockstarDescription": "If set, peds in low lod physics will be placed so that their feet rest on the navmesh"
},
"208": {
"name": "DisableExplosionReactions",
"rockstarDescription": "If set, peds will disable all explosion reactions",
"rockstarCodeComment": "If set, ped will ignore explosion events"
},
"209": {
"name": "DodgedPlayer",
"rockstarDescription": "Whether this ped has just dodged a player."
},
"210": {
"name": "WaitingForPlayerControlInterrupt",
"rockstarDescription": "Set when player switches to an ai ped and keeps the scripted task of the ai ped",
"rockstarCodeComment": "Set when player switches to an ai ped and keeps the scripted task of the ai ped, if unset we won't check for interrupts or time out"
},
"211": {
"name": "ForcedToStayInCover",
"rockstarDescription": "Ped won't move out of cover when set (not even to fire).",
"rockstarCodeComment": "If set, ped will stay in cover (won't come out to fire or move out during combat)"
},
"212": {
"name": "GeneratesSoundEvents",
"rockstarDescription": "Does this ped generate sound events?",
"rockstarCodeComment": "Does this ped generate sound events?"
},
"213": {
"name": "ListensToSoundEvents",
"rockstarDescription": "Does this ped have the ability to respond to sound events?",
"rockstarCodeComment": "Does this ped have the ability to respond to sound events?"
},
"214": {
"name": "AllowToBeTargetedInAVehicle",
"rockstarDescription": "Ped can be targeting inside a vehicle",
"rockstarCodeComment": "Ped can be targeting inside a vehicle"
},
"215": {
"name": "WaitForDirectEntryPointToBeFreeWhenExiting",
"rockstarCodeComment": "When exiting a vehicle, the ped will wait for the direct entry point to be clear before exiting"
},
"216": {
"name": "OnlyRequireOnePressToExitVehicle",
"rockstarCodeComment": "Player doesn't need to hold exit button to exit vehicles"
},
"217": {
"name": "ForceExitToSkyDive",
"rockstarCodeComment": "Force the skydive exit if we're exiting the vehicle"
},
"218": {
"name": "SteersAroundVehicles",
"rockstarDescription": "Enables/disables the low-level steering behaviour around vehicles"
},
"219": {
"name": "AllowPedInVehiclesOverrideTaskFlags",
"rockstarDescription": "If set, allow the ped to be set in vehicles even if the ped's TaskData would otherwise disallow it."
},
"220": {
"name": "DontEnterLeadersVehicle",
"rockstarDescription": "If set, the ped will not enter the leader's vehicle."
},
"221": {
"name": "DisableExitToSkyDive",
"rockstarCodeComment": "Disable the skydive exit if we're exiting the vehicle"
},
"222": {
"name": "ScriptHasDisabledCollision",
"rockstarDescription": "Script disabled collision on this ped via SET_ENTITY_COLLISION, this leaves on collision against explosions and weapons"
},
"223": {
"name": "UseAmbientModelScaling",
"rockstarDescription": "This ped is drawn randomly scaled from [0.5,1.0]"
},
"224": {
"name": "DontWatchFirstOnNextHurryAway",
"rockstarDescription": "Hurry away without watching the next time this ped runs CTaskHurryAway."
},
"225": {
"name": "DisablePotentialToBeWalkedIntoResponse",
"rockstarDescription": "make EVENT_POTENTIAL_BE_WALKED_INTO not affect this ped."
},
"226": {
"name": "DisablePedAvoidance",
"rockstarDescription": "This ped will not avoid other peds whilst navigating",
"rockstarCodeComment": "This ped will not avoid other peds whilst navigating"
},
"227": {
"name": "ForceRagdollUponDeath",
"rockstarDescription": "When the ped dies, it will ragdoll instead of potentially choosing an animated death.",
"rockstarCodeComment": "When the ped dies, it will ragdoll instead of potentially choosing an animated death"
},
"228": {
"name": "CanLosePropsOnDamage",
"rockstarDescription": "When ped receives damage any prop glasses could be knocked off"
},
"229": {
"name": "DisablePanicInVehicle",
"rockstarCodeComment": "Disable panic in vehicle"
},
"230": {
"name": "AllowedToDetachTrailer",
"rockstarDescription": "Allow this ped to detach trailers from vehicles",
"rockstarCodeComment": "Allow this ped to detach trailers from vehicles"
},
"231": {
"name": "HasShotBeenReactedToFromFront"
},
"232": {
"name": "HasShotBeenReactedToFromBack"
},
"233": {
"name": "HasShotBeenReactedToFromLeft"
},
"234": {
"name": "HasShotBeenReactedToFromRight"
},
"235": {
"name": "AllowBlockDeadPedRagdollActivation",
"rockstarDescription": "If set, the ragdoll activation blocking flags can be used to disable activation of dead peds. Otherwise, by default, dead peds can always activate their ragdolls"
},
"236": {
"name": "IsHoldingProp",
"rockstarDescription": "True if the ped is currently holding a prop."
},
"237": {
"name": "BlocksPathingWhenDead",
"rockstarDescription": "When this ped dies their body will block all pathfinding modes - not just wandering."
},
"238": {
"name": "ForcePlayNormalScenarioExitOnNextScriptCommand",
"rockstarDescription": "The next time this ped leaves a scenario to perform some script task they will be forced into their normal scenario exit."
},