{"slug":"AI/CPED_CONFIG_FLAGS","category":"AI","title":"CPED CONFIG FLAGS","kind":"markdown","intro":"","body":"## Some CPED Config Flags\n\nTo set Config Ped Flags u dont need to call it every frame (unlike CPed Reset Flags).\n\n## Example\n\n```lua\n\tCitizen.InvokeNative(0x1913FE4CBF41C463,PlayerPedId(),254,true)   -- SetPedConfigFlag, flag 254 gives full immunity vs melee and range attack\n```\n\n<h2>Some known Config Ped Flags.</h2>\n\nFlagId | Flag Name | Flag Description | Default Value for Player Ped\n----------- | ----------------- | --------------------- | ---------------------\n0 | PCF_AllowMedicsToAttend |\t|\t\n1 |\t|\t|\t\n2 | PCF_DontAllowToBeDraggedOutOfVehicle |\t|\t\n3 | PCF_GetOutUndriveableVehicle |\t| **true**\n4 | PCF_HasBounty |\t|\t\n5 | PCF_WillFlyThroughWindscreen |\t| **true**\n6 | PCF_DontInfluenceWantedLevel |\t|\t\n7 | PCF_DisableLockonToRandomPeds |\t|\t\n8 | PCF_AllowLockonToFriendlyPlayers |\t|\t\n9 | PCF_KilledByStealth |\t|\t\n10 | PCF_KilledByTakedown |\t|\t\n11 | PCF_Knockedout |\t|\t\n12 | PCF_IsAimingGun |\t|\t\n13 | PCF_ForcedAim |\t|\t\n14 | PCF_OpenDoorArmIK |\t| **true**\n15 | PCF_DontActivateRagdollFromVehicleImpact |\t|\t\n16 | PCF_DontActivateRagdollFromBulletImpact |\t|\t\n17 | PCF_DontActivateRagdollFromExplosions |\t|\t\n18 | PCF_DontActivateRagdollFromFire |\t|\t\n19 | PCF_DontActivateRagdollFromElectrocution |\t|\t\n20 | PCF_KeepWeaponHolsteredUnlessFired |\t|\t\n21 | PCF_ForceControlledKnockout | this ped will be killed by any strong hit (with flag 456 will be knocked out) |\t\n22 | PCF_FallsOutOfVehicleWhenKilled |\t|\t\n23 | PCF_GetOutBurningVehicle |\t| **true**\n24 | PCF_RunFromFiresAndExplosions |\t| **true**\n25 | PCF_TreatAsPlayerDuringTargeting |\t|\t\n26 | PCF_DisableMelee |\t|\t\n27 | PCF_DisableUnarmedDrivebys |\t|\t\n28 | PCF_JustGetsPulledOutWhenElectrocuted |\t|\t\n29 | PCF_DisableMeleeHitReactions |\t|\t\n30 | PCF_WillNotHotwireLawEnforcementVehicle |\t|\t\n31 | PCF_WillCommandeerRatherThanJack |\t|\t\n32 | PCF_ForcePedToFaceLeftInCover |\t|\t\n33 | PCF_ForcePedToFaceRightInCover |\t|\t\n34 | PCF_BlockPedFromTurningInCover |\t|\t\n35 | PCF_KeepRelationshipGroupAfterCleanUp |\t| **true**\n36 | PCF_ForcePedToBeDragged |\t|\t\n37 | PCF_PreventPedFromReactingToBeingJacked |\t|\t\n38 | PCF_RemoveDeadExtraFarAway |\t|\t\n39 | PCF_ArrestResult |\t|\t\n40 | PCF_CanAttackFriendly |\t|\t\n41 | PCF_WillJackAnyPlayer |\t|\t\n42 | PCF_WillJackWantedPlayersRatherThanStealCar |\t|\t\n43 | PCF_DisableLadderClimbing |\t|\t\n44 | PCF_CowerInsteadOfFlee |\t|\t\n45 | PCF_CanActivateRagdollWhenVehicleUpsideDown |\t| **true**\t\n46 | PCF_AlwaysRespondToCriesForHelp |\t|\t\n47 | PCF_DisableBloodPoolCreation | disable blood pool, when ped is dead\t|\t\n48 | PCF_ShouldFixIfNoCollision |\t|\t\n49 | PCF_CanPerformArrest |\t|\t\n50 | PCF_CanPerformUncuff |\t|\t\n51 | PCF_CanBeArrested |\t|\t\n52 | PCF_PlayerPreferFrontSeatMP |\t|\t\n53 | PCF_DontEnterVehiclesInPlayersGroup |\t|\t\n54 | PCF_PreventAllMeleeTaunts |\t|\t\n55 | PCF_ForceDirectEntry |\t|\t\n56 | PCF_AlwaysSeeApproachingVehicles |\t|\t\n57 | PCF_CanDiveAwayFromApproachingVehicles |\t|\t\n58 | PCF_AllowPlayerToInterruptVehicleEntryExit |\t|\t\n59 | PCF_OnlyAttackLawIfPlayerIsWanted | |\t\n60 | PCF_PedsJackingMeDontGetIn |\t|\t\n61 | PCF_PedIgnoresAnimInterruptEvents |\t|\t\n62 | PCF_IsInCustody |\t|\t\n63 | PCF_ForceStandardBumpReactionThresholds | ped will be more likely to perform NaturalMotion reaction when bumped by a player, friendly vehicle or ragdolling ped\t|\t\n64 | PCF_LawWillOnlyAttackIfPlayerIsWanted |\t|\t\n65 | PCF_PreventAutoShuffleToDriversSeat |\t|\t\n66 | PCF_UseKinematicModeWhenStationary |\t|\t\n67 | PCF_PlayerIsWeird | ped periodically generates shocking events for being weird\t |\t\n68 | PCF_DoNothingWhenOnFootByDefault |\t|\t\n69 | PCF_DontReactivateRagdollOnPedCollisionWhenDead |\t|\t\n70 | PCF_DontActivateRagdollOnVehicleCollisionWhenDead |\t|\t\n71 | PCF_HasBeenInArmedCombat | if player has ever been in non-melee combat |\t\n72 | PCF_Avoidance_Ignore_All |\t|\t\n73 | PCF_Avoidance_Ignored_by_All |\t|\t\n74 | PCF_Avoidance_Ignore_Group1 |\t|\t\n75 | PCF_Avoidance_Member_of_Group1 |\t|\t\n76 | PCF_ForcedToUseSpecificGroupSeatIndex | \"Specific Group Seat Index\" is set by native SET_PED_GROUP_MEMBER_PASSENGER_INDEX |\t\n77 | PCF_DisableExplosionReactions |\t|\t\n78 | PCF_WaitingForPlayerControlInterrupt |\t|\t\n79 | PCF_ForcedToStayInCover |\t|\t\n80 | PCF_GeneratesSoundEvents |\t| **true**\t\n81 |\t|\t|\t\n82 | PCF_AllowToBeTargetedInAVehicle |\t|\t\n83 | PCF_WaitForDirectEntryPointToBeFreeWhenExiting |\t|\t\n84 | PCF_OnlyRequireOnePressToExitVehicle |\t|\t\n85 | PCF_ForceExitToSkyDive | ped does skydive exit from vehicle\t|\t\n86 | PCF_DisableExitToSkyDive |\t|\t\n87 | PCF_DisablePedAvoidance |\t|\t\n88 |\t|\t|\t\n89 | PCF_DisablePanicInVehicle |\t|\t\n90 | PCF_AllowedToDetachTrailer |\t| **true**\n91 | PCF_ForceSkinCharacterCloth |\t|\t\n92 | PCF_LeaveEngineOnWhenExitingVehicles |\t|\t\n93 | PCF_PhoneDisableTextingAnimations |\t|\t\n94 | PCF_PhoneDisableTalkingAnimations |\t|\t\n95 | PCF_PhoneDisableCameraAnimations |\t|\t\n96 | PCF_DisableBlindFiringInShotReactions |\t|\t\n97 | PCF_AllowNearbyCoverUsage | allow to other peds (not current one) to take the nearest cover to this ped  |\t\n98 | PCF_CanAttackNonWantedPlayerAsLaw |\t| \n99 | PCF_WillTakeDamageWhenVehicleCrashes |\t| **true**\n100 | PCF_AICanDrivePlayerAsRearPassenger |\t|\t\n101 | PCF_PlayerCanJackFriendlyPlayers |\t|\t\n102 | PCF_AIDriverAllowFriendlyPassengerSeatEntry |\t|\t\n103 | PCF_AllowMissionPedToUseInjuredMovement |\t| **true**\n104 | PCF_PreventUsingLowerPrioritySeats |\t|\t\n105 | PCF_TeleportToLeaderVehicle |\t|\t\n106 | PCF_Avoidance_Ignore_WeirdPedBuffer |\t|\t\n107 | PCF_DontBlipCop |\t|\t\n108 | PCF_KillWhenTrapped |\t|\t\n109 | PCF_AvoidTearGas |\t| **true**\n110 | PCF_OnlyUseForcedSeatWhenEnteringHeliInGroup |\t|\t\n111 | PCF_DisableWeirdPedEvents |\t|\t\n112 | PCF_ShouldChargeNow |\t|\t\n113 | PCF_DisableShockingEvents |\t|\t\n114 |\t|\t|\t\n115 | PCF_DisableShockingDrivingOnPavementEvents |\t|\t\n116 | PCF_ShouldThrowSmokeGrenadeNow |\t|\t\n117 | PCF_ForceInitialPeekInCover |\t|\t\n118 | PCF_DisableJumpingFromVehiclesAfterLeader |\t|\t\n119 | PCF_ShoutToGroupOnPlayerMelee |\t|\t\n120 | PCF_IgnoredByAutoOpenDoors |\t|\t\n121 | PCF_ForceIgnoreMeleeActiveCombatant |\t|\t\n122 | PCF_CheckLoSForSoundEvents | ignore sound events generated by entity out of Line Of Sight (LoS) |\t\n123 |\t|\t|\t\n124 | PCF_ActivateRagdollFromMinorPlayerContact |\t|\t\n125 | PCF_ForcePoseCharacterCloth |\t|\t\n126 | PCF_HasClothCollisionBounds |\t|\t\n127 | PCF_DontBehaveLikeLaw |\t|\t\n128 | PCF_DisablePoliceInvestigatingBody |\t|\t\n129 | PCF_LowerPriorityOfWarpSeats |\t|\t\n130 | PCF_DisableTalkTo |\t|\t\n131 | PCF_DontBlip |\t|\t\n132 | PCF_IgnoreLegIkRestrictions |\t|\t\n133 | PCF_ForceNoTimesliceIntelligenceUpdate |\t|\t\n134 |\t|\t|\t\n135 | PCF_NotAllowedToJackAnyPlayers |\t|\t\n136 | PCF_CannotBeMounted |\t|\t\n137 | PCF_CannotBeTakenDown |\t|\t\n138 | PCF_OneShotWillKillPed |\t|\t\n139 |\t| (for horse) are horse legs in the air ?? |\t\n140 | PCF_IsDraftAnimal |\t|\t\n141 | PCF_DisablePlayerAutoHolster |\t|\t\n142 |\t|\t|\t\n143 |\t|\t|\t\n144 | PCF_DisableHorseMPAutoFlee |\t|\t\n145 | PCF_EnableHorseMPAutoFleeInSP\t|\t|\t\n146 | PCF_CantWitnessCrimes |\t|\t\n147 |\t|\t|\t\n148 |\t|\t|\t\n149 |\t|\t|\t\n150 | PCF_ForceBleeding |\t|\t\n151 |\t|\t|\t\n152 |\t|\t|\t\n153 |\t|\t|\t\n154 | PCF_UseFollowLeaderThreatResponse |\t|\t\n155 | PCF_EnableCompanionAIAnalysis |\t|\t\n156 | PCF_EnableCompanionAISupport |\t|\t\n157 | PCF_DisableCompanionDragging |\t|\t\n158 | PCF_RequestStealthMovement |\t|\t\n159 |\t|\t|\t\n160 | PCF_DisableDragDamage |\t|\t\n161 | PCF_IsWhistling |\t|\t\n162 | PCF_AlwaysLeaveTrainUponArrival |\t|\t\n163 | PCF_UseSloMoBloodVfx |\t|\t\n164 |\t| prevent ped strong hit with knife ?? |\t\n165 |\t|\t|\t\n166 | PCF_DontTeleportWithGroup |\t|\t\n167 | PCF_ShouldBeOnMount | Ped will try to mount last used horse. This flag dont work, if ped didnt use any horse yet. You can cancel this task only when mounting is fully completed |\t\n168 | PCF_EnableShockingEvents |\t|\t\n169 | PCF_DisableGrappleByPlayer |\t|\t\n170 | PCF_DisableGrappleByAi |\t|\t\n171 |\t|\t|\t\n172 | PCF_ForceDeepSurfaceCheck |\t|\t\n173 |\t|\t|\t\n174 | PCF_DisableEvasiveStep |\t|\t\n175 | PCF_SwappingReins |\t|\t\n176 | PCF_EnableAllyRevive |\t|\t\n177 | PCF_EnableEvasiveScanner |\t|\t\n178 | PCF_AllowNonTempExceptionEvents |\t|\t\n179 |\t|\t|\t\n180 | PCF_PreventDraggedOutOfCarThreatResponse |\t|\t\n181 | PCF_DisableDeepSurfaceAnims |\t|\t\n182 | PCF_DontBlipNotSynced |\t|\t\n183 | PCF_IsDuckingInVehicle |\t|\t\n184 | PCF_PreventAutoShuffleToTurretSeat |\t|\t\n185 | PCF_DisableEventInteriorStatusCheck |\t|\t\n186 | PCF_CorpseIsPersistent |\t|\t\n187 | PCF_ForceMeleeDamage |\t|\t\n188 |\t|\t|\t\n189 |\t|\t|\t\n190 |\t|\t|\t\n191 | PCF_DisableHorseRevival\t|\t|\t\n192 | PCF_DisableShootingAt |\t|\t\n193 |\t|\t|\t\n194 | PCF_ShouldPedFollowersIgnoreWaypointMBR |\t|\t\n195 |\t|\t|\t\n196 |\t|\t|\t\n197 |\t|\t|\t\n198 |\t|\t|\t\n199 |\t|\t|\t\n200 | PCF_BroadcastRepondedToThreatWhenGoingToPointShooting |\t|\t\n201 |\t|\t|\t\n202 |\t|\t|\t\n203 |\t|\t|\t\n204 |\t|\t|\t\n205 |\t|\t|\t\n206 |\t|\t|\t\n207 | PCF_FlamingHoovesActive |\t|\t\n208 |\t|\t|\t\n209 |\t|\t|\t\n210 |\t|\t|\t\n211 | PCF_GiveAmbientDefaultTaskIfMissionPed |\t|\t\n212 |\t|\t|\t\n213 | PCF_DisableCounterAttacks |\t|\t\n214 |\t| (for horse) Setting personal mount to not be mountable by ai |\t\n215 |\t|\t|\t\n216 | PCF_DontConfrontCriminal |\t|\t\n217 | PCF_SupressShockingEvents |\t|\t\n218 | PCF_DisablePickups |\t|\t\n219 |\t|\t|\t\n220 |\t|\t|\t\n221 |\t|\t|\t\n222 | PCF_EnableIntimidationDragging |\t|\t\n223 | PCF_IsCriticalCorpse |\t|\t\n224 | PCF_DisableMeleeTargetSwitch |\t|\t\n225 |\t|\t|\t\n226 | PCF_DisableAIWeaponBlocking |\t|\t\n227 |\t| Setting ped as valid for vehicle seat stow ?? |\t\n228 |\t|\t|\t\n229 |\t|\t|\t\n230 | PCF_KeepTasksAfterCleanUp\t|\t|\t\n231 | PCF_AllowMinorReactionsAsMissionPed\t|\t|\t\n232 | PCF_ForceDieInCar\t|\t|\t\n233 | PCF_PedIsEnemyToPlayer |\t|\t\n234 | PCF_NeverDoScenarioExitProbeChecks\t|\t|\t\n235 | PCF_NeverDoScenarioNavChecks |\t|\t\n236 | PCF_ForceSynchronousScenarioExitChecking |\t|\t\n237 | PCF_ForcePlayNormalScenarioExitOnNextScriptCommand |\t|\t\n238 | PCF_ForcePlayImmediateScenarioExitOnNextScriptCommand\t|\t|\t\n239 | PCF_ForcePlayFleeScenarioExitOnNextScriptCommand\t|\t|\t\n240 |\t|\t|\t\n241 |\t|\t|\t\n242 |\t|\t|\t\n243 | PCF_BlockDeadBodyShockingEventsWhenDead\t|\t|\t\n244 | PCF_DontAttackPlayerWithoutWantedLevel\t|\t|\t\n245 | PCF_DontActivateRagdollFromAnyPedImpact\t|\t|\t\n246 | PCF_ForcePedLoadCover |\t|\t\n247 | PCF_BlockCoweringInCover |\t|\t\n248 | PCF_BlockPeekingInCover\t|\t|\t\n249 | PCF_BlockWeaponSwitching |\t|\t\n250 | PCF_StopWeaponFiringOnImpact | |\t\n251 |\t|\t|\t\n252 | PCF_SteerAroundDeadBodies\t|\t| **true**\n253 |\t|\t|\t\n254 |\t| full immunity vs melee and range attack |\t\n255 | PCF_SteersAroundPeds |\t| **true**\n256 | PCF_SteersAroundVehicles |\t| **true**\n257 | PCF_BlocksPathingWhenDead\t|\t|\t\n258 |\t|\t|\t\n259 | PCF_CanAmbientHeadtrack |\t|\t\n260 | PCF_IsScuba |\t|\t\n261 | PCF_ResetLastVehicleOnVehicleExit\t|\t|\t\n262 | PCF_AllowPedInVehiclesOverrideTaskFlags |\t|\t\n263 | PCF_NoCriticalHits |\t|\t\n264 | PCF_UpperBodyDamageAnimsOnly |\t| **true**\n265 | PCF_DrownsInWater |\t| **true**\n266 | PCF_DiesInstantlyWhenSwimming\t|\t|\t\n267 | PCF_DrownsInSinkingVehicle |\t| **true**\n268 | PCF_DisableWeaponBlocking |\t|\t\n269 | PCF_StayInCarOnJack |\t|\t\n270 | PCF_CanBeShotInVehicle |\t| **true**\n271 | PCF_SuppressLowLODRagdollSwitchWhenCorpseSettles |\t|\t\n272 | PCF_TreatAsAmbientPedForDriverLockOn |\t|\t\n273 | PCF_NeverEverTargetThisPed |\t|\t\n274 | PCF_AllowPlayerLockOnIfFriendly |\t|\t\n275 | PCF_UseCameraHeadingForDesiredDirectionLockOnTest |\t|\t\n276 | PCF_TargettableWithNoLos |\t|\t\n277 |\t|\t|\t\n278 | PCF_ClearRadarBlipOnDeath |\t| **true**\n279 | PCF_NeverLeavesGroup |\t|\t\n280 | PCF_DontEnterLeadersVehicle |\t|\t\n281 | PCF_BlockGroupPedAimedAtResponse |\t|\t\n282 | PCF_WillRemainOnBoatAfterMissionEnds |\t|\t\n283 | PCF_DisableInjuredRiderResponse |\t|\t\n284 |\t|\t|\t\n285 | PCF_ForcePlayDirectedNormalScenarioExitOnNextScriptCommand |\t|\t\n286 | PCF_DisableEvasiveDives |\t|\t\n287 | PCF_AllowMissionDriverlessDraftAnimalResponse |\t|\t\n288 |\t|\t|\t\n289 | PCF_TreatDislikeAsHateWhenInCombat |\t|\t\n290 | PCF_TreatNonFriendlyAsHateWhenInCombat |\t|\t\n291 | PCF_CanPlayInCarIdles |\t| **true**\n292 |\t| is ped using scenario | **true**\n293 |\t|\t|\t\n294 | PCF_DisableDriverlessDraftAnimalResponse |\t|\t\n295 | PCF_DisableInTrafficAvoidance |\t|\t\n296 | PCF_DisableAllAvoidance |\t|\t\n297 | PCF_ForceInteractionLockonOnTargetPed |\t|\t\n298 |\t|\t|\t\n299 |\t|\t|\t\n300 | PCF_DisablePlayerHorseLeading |\t|\t\n301 | PCF_DisableInteractionLockonOnTargetPed |\t|\t\n302 | PCF_DisableMeleeKnockout |\t|\t\n303 |\t|\t|\t\n304 |\t| (for horse) was horse mounted by player ?? |\t\n305 | PCF_DisableHeadGore |\t|\t\n306 | PCF_DisableLimbGore |\t|\t\n307 | PCF_DisableMountSpawning |\t|\t\n308 | PCF_AllowILOWithWeapon |\t|\t\n309 |\t|\t|\t\n310 | PCF_CanBeLassoedByFriendlyPlayers |\t|\t\n311 |\t| ped will not shoot props if they miss their target |\t\n312 | PCF_DisableHorseGunshotFleeResponse |\t|\t\n313 | PCF_DontFindTransportToFollowLeader |\t|\t\n314 | PCF_ForceHogtieOfUnconciousPedToCarryAround |\t|\t\n315 |\t|\t|\t\n316 | PCF_DontStopForTrains |\t|\t\n317 |\t|\t|\t\n318 | PCF_PreventScavengers |\t|\t\n319 | PCF_EnableAsVehicleTransitionDestination |\t|\t\n320 |\t|\t|\t\n321 |\t|\t|\t\n322 |\t|\t|\t\n323 | PCF_UseRacingLines |\t|\t\n324 |\t|\t|\t\n325 |\t|\t|\t\n326 |\t|\t|\t\n327 |\t|\t|\t\n328 |\t|\t|\t\n329 |\t|\t|\t\n330 |\t|\t|\t\n331 |\t|\t|\t\n332 | PCF_IsInStationaryScenario |\t| **true**\n333 |\t|\t|\t\n334 |\t| prevent quick holster and unholster (with tab button) |\t\n335 |\t| prevent holster weapon (with tab button). Dont effect to \"twirl\" holster (with double tab) |\t\n336 | PCF_ForceInjuredMovement |\t|\t\n337 | PCF_DontExitVehicleIfNoDraftAnimals |\t|\t\n338 | PCF_BlockMoveInCover |\t|\t\n339 |\t|\t|\t\n340 | PCF_DisableAllMeleeTakedowns |\t|\t\n341 | PCF_ForceDismountLeft |\t|\t\n342 | PCF_ForceDismountRight |\t|\t\n343 |\t|\t|\t\n344 |\t|\t|\t\n345 |\t|\t|\t\n346 |\t|\t|\t\n347 | PCF_IsSanctionedShooter |\t|\t\n348 |\t|\t|\t\n349 |\t|\t|\t\n350 |\t|\t|\t\n351 | PCF_DisableIntimidationBackingAway |\t|\t\n352 |\t| together with 533: after few steps of stairs (up or down), ped turns back (dont effect vertical ladders) |\t\n353 |\t|\t|\t\n354 |\t|\t|\t\n355 |\t|\t|\t\n356 | PCF_BlockRobberyInteractionEscape |\t|\t\n357 |\t|\t|\t\n358 |\t|\t|\t\n359 | PCF_AllowInCombatInteractionLockonOnTargetPed |\t|\t\n360 |\t|\t|\t\n361 | PCF_IgnoreWeaponDegradation |\t|\t\n362 |\t|\t|\t\n363 |\t|\t|\t\n364 |\t| setting block instant death volumes for zone ?? |\t\n365 |\t|\t|\t\n366 | PCF_DisableVehicleTransitions |\t|\t\n367 |\t|\t|\t\n368 |\t|\t|\t\n369 |\t|\t|\t\n370 | PCF_DisableDeadEyeTagging |\t|\t\n371 |\t|\t|\t\n372 |\t|\t|\t\n373 | PCF_AllowSlipstream |\t|\t\n374 |\t|\t|\t\n375 |\t|\t|\t\n376 |\t|\t|\t\n377 |\t|\t|\t\n378 |\t|\t| **true**\n379 |\t|\t|\t\n380 | PCF_CanLosePropsOnDamage |\t| **true**\n381 |\t|\t|\t\n382 |\t|\t|\t\n383 |\t|\t|\t\n384 |\t|\t|\t\n385 |\t|\t|\t\n386 |\t|\t|\t\n387 |\t|\t|\t\n388 | PCF_DisableFatallyWoundedBehaviour |\t|\t\n389 |\t|\t|\t\n390 |\t|\t|\t\n391 |\t|\t|\t\n392 |\t|\t|\t\n393 |\t|\t|\t\n394 | PCF_DisableInteractionWithAnimals |\t|\t\n395 |\t|\t|\t\n396 |\t|\t|\t\n397 | PCF_DisableStuckResponse |\t|\t\n398 |\t|\t|\t\n399 |\t|\t|\t\n400 |\t|\t|\t\n401 |\t|\t|\t\n402 |\t|\t|\t\n403 |\t|\t|\t\n404 |\t|\t|\t\n405 |\t| cant use melee weapons (knifes, hatchets, swords etc) vs non-attacking NPCs created by engine ?? |\t\n406 | PCF_ForceOfferItemOnReceivingRobberyInteraction |\t|\t\n407 |\t|\t|\t\n408 | PCF_IsPerformingEmote |\t|\t\n409 | PCF_IsPerformingWeaponEmote |\t|\t\n410 |\t|\t|\t\n411 |\t|\t|\t\n412 | PCF_BlockHorsePromptsForTargetPed |\t|\t\n413 |\t|\t|\t\n414 |\t|\t|\t\n415 |\t|\t|\t\n416 | PCF_StealthCoverEnter |\t|\t\n417 | PCF_DisableEagleEyeHighlight |\t|\t\n418 |\t| is carried ped headless or plucked ?? |\t\n419 | PCF_BlockMountHorsePrompt |\t|\t\n420 | PCF_IsKickingDoor |\t|\t\n421 | PCF_AllowDoorBargingUnderCombat |\t|\t\n422 |\t|\t|\t\n423 |\t|\t|\t\n424 |\t|\t|\t\n425 |\t|\t|\t\n426 |\t|\t|\t\n427 | PCF_DisableDrunkDecay |\t|\t\n428 |\t|\t|\t\n429 | PCF_KnockOutDuringHogtie |\t|\t\n430 |\t|\t|\t\n431 |\t|\t|\t\n432 | PCF_DisableGaitReduction |\t|\t\n433 |\t|\t|\t\n434 |\t|\t|\t\n435 | PCF_AlwaysRejectPlayerRobberyAttempt |\t|\t\n436 |\t|\t|\t\n437 | PCF_DisableWeatherConditionPerceptionChecks |\t|\t\n438 |\t|\t|\t\n439 |\t|\t|\t\n440 |\t|\t|\t\n441 |\t|\t|\t\n442 |\t| disable flee interaction |\t\n443 |\t|\t|\t\n444 |\t| disable flee horse by player ?? |\t\n445 | PCF_DisableDoorBarge |\t|\t\n446 | PCF_DisableDoorInteractionTask |\t|\t\n447 |\t|\t|\t\n448 | PCF_TreatAsMissionPopTypeForSpeech |\t|\t\n449 |\t|\t|\t\n450 |\t|\t|\t\n451 | PCF_HorseDontEvaluateRiderForDamageChecks |\t|\t\n452 |\t|\t|\t\n453 | PCF_AllowMissionPedToFlee\t|\t|\t\n454 |\t|\t|\t\n455 |\t|\t|\t\n456 | PCF_ForcePedKnockOut |\t|\t\n457 |\t|\t|\t\n458 |\t|\t|\t\n459 |\t|\t|\t\n460 | PCF_ForceWitnessIntimidationOnNextInteraction |\t|\t\n461 |\t|\t|\t\n462 |\t|\t|\t\n463 |\t|\t|\t\n464 |\t|\t|\t\n465 |\t|\t|\t\n466 |\t|\t|\t\n467 | PCF_DisableHonorModifiers |\t|\t\n468 |\t|\t|\t\n469 |\t|\t|\t\n470 |\t|\t|\t\n471 | PCF_DisableHorseKick |\t|\t\n472 | PCF_DisableSittingScenarios |\t|\t\n473 | PCF_DisableAutoSittingScenarios |\t|\t\n474 | PCF_DisableRestingScenarios |\t|\t\n475 | PCF_DisableAutoRestingScenarios |\t|\t\n476 | PCF_RejectTrafficCalloutDisputes |\t|\t\n477 | PCF_CanInteractWithPlayerEvenIfInputsDisabled |\t|\t\n478 |\t|\t|\t\n479 |\t|\t|\t\n480 |\t|\t|\t\n481 |\t|\t|\t\n482 |\t|\t|\t\n483 |\t|\t|\t\n484 |\t|\t|\t\n485 |\t|\t|\t\n486 |\t|\t|\t\n487 |\t|\t|\t\n488 | PCF_DiesInstantlyToMeleeFromAnimals |\t|\t\n489 |\t|\t|\t\n490 |\t|\t|\t\n491 |\t|\t|\t\n492 |\t|\t|\t\n493 |\t|\t|\t\n494 |\t|\t|\t\n495 |\t|\t|\t\n496 |\t|\t|\t\n497 |\t|\t|\t\n498 |\t|\t|\t\n499 | PCF_BlockWhistleEvents |\t|\t\n500 |\t|\t|\t\n501 |\t|\t|\t\n502 |\t|\t|\t\n503 | PCF_DisableSpecialGreetChains |\t|\t\n504 |\t|\t|\t\n505 | PCF_AllowRobberyWhenInjured |\t|\t\n506 | PCF_RunToTransport |\t|\t\n507 |\t|\t|\t\n508 |\t|\t|\t\n509 |\t|\t|\t\n510 | PCF_DisableConfrontCriminalTowardsThisPed |\t|\t\n511 |\t|\t|\t\n512 |\t|\t|\t\n513 |\t|\t|\t\n514 | PCF_DisableFriendlyAmbientAnimalFollowing |\t|\t\n515 | PCF_DisableReloadMultiplier |\t|\t\n516 |\t|\t|\t\n517 | PCF_AllowPersistenceOverride |\t|\t\n518 | PCF_DisableWalkAway |\t|\t\n519 |\t|\t|\t\n520 |\t|\t|\t\n521 |\t|\t|\t\n522 | PCF_DontFleeFromDroppedAnimals |\t|\t\n523 |\t|\t|\t\n524 |\t|\t|\t\n525 |\t|\t|\t\n526 | PCF_DisableTacticalAnalysis |\t|\t\n527 |\t|\t|\t\n528 |\t|\t|\t\n529 |\t|\t|\t\n530 |\t|\t|\t\n531 |\t|\t|\t\n532 |\t|\t|\t\n533 |\t| after climbing stairs, ped turns left or right (dont effect vertical ladders) |\t\n534 |\t|\t|\t\n535 |\t|\t|\t\n536 |\t|\t|\t\n537 | PCF_CannotSwapReins |\t|\t\n538 |\t|\t|\t\n539 |\t|\t|\t\n540 | PCF_FollowLeaderRunToEnterTransport |\t|\t\n541 | PCF_PlayerCorpse |\t|\t\n542 |\t|\t|\t\n543 |\t|\t|\t\n544 |\t|\t|\t\n545 | PCF_DontCreateCombatBlip |\t|\t\n546 | PCF_IgnoreOwnershipForHorseFeedAndBrush |\t|\t\n547 |\t|\t|\t\n548 |\t|\t|\t\n549 |\t|\t|\t\n550 | PCF_DisableAndBreakAimLockOntoThisPed |\t|\t\n551 |\t|\t|\t\n552 |\t|\t|\t\n553 |\t|\t|\t\n554 |\t|\t|\t\n555 |\t|\t|\t\n556 |\t|\t|\t\n557 |\t|\t|\t\n558 |\t|\t|\t\n559 |\t|\t|\t\n560 | PCF_EnableMountCoverForPedInMP |\t|\t\n561 | PCF_EnableHorseCollectPlantInteractionInMP |\t|\t\n562 |\t|\t|\t\n563 |\t|\t|\t\n564 |\t|\t|\t\n565 | PCF_IsValidForVehicleSeatStow |\t|\t\n566 | PCF_EnableSpecialActionBranches |\t|\t\n567 | PCF_DisableHorseShunting |\t|\t\n568 | PCF_NeverKillWhenTrapped |\t|\t\n569 | PCF_CanBeAttackedByFriendlyPed |\t|\t\n570 |\t|\t|\t\n571 |\t|\t|\t\n572 |\t|\t|\t\n573 |\t|\t|\t\n574 |\t|\t|\t\n575 | PCF_DisableGuardAI |\t|\t\n576 |\t|\t|\t\n577 |\t|\t|\t\n578 |\t|\t|\t\n579 |\t|\t|\t\n580 | PCF_IsTranquilized |\t|\t\n581 |\t|\t|\t\n582 | PCF_AllowStudyInMP |\t|\t\n583 |\t|\t|\t\n584 | PCF_DisableInjuredMovement |\t|\t\n585 | PCF_RagdollFloatsIndefinitely |\t|\t\n586 |\t|\t|\t\n587 |\t|\t|\t\n588 |\t|\t|\t\n589 |\t|\t|\t\n590 |\t|\t|\t\n591 |\t|\t|\t\n592 |\t|\t|\t\n593 |\t|\t|\t\n594 |\t|\t|\t\n595 | PCF_AllowAutoSwitchToProjectiles |\t|\t\n596 |\t|\t|\t\n597 |\t|\t|\t\n598 |\t|\t|\t\n599 | PCF_DisableScenarioWarpWeaponDestruction |\t|\t\n600 | PCF_EnableProjectileAccuracy |\t|\t\n601 |\t|\t|\t\n602 |\t|\t|\t\n","tables":[],"sourceUrl":"https://github.com/femga/rdr3_discoveries/tree/477aaaccadb7f0c042286611d9939009636cff12/AI/CPED_CONFIG_FLAGS","rows":[]}