Parameters:- ped:
The ped to set attributes to.
- attributeIndex:
The attribute index to set. See eCombatAttribute
enum.
- enabled:
A boolean to enable/disable the attribute (true/false).
These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta.
So far, these are the equivalents found:
enum eCombatAttribute
{
CA_INVALID = -1,
// AI will only use cover if this is set
CA_USE_COVER = 0,
// AI will only use vehicles if this is set
CA_USE_VEHICLE = 1,
// AI will only driveby from a vehicle if this is set
CA_DO_DRIVEBYS = 2,
// Will be forced to stay in a ny vehicel if this isn't set
CA_LEAVE_VEHICLES = 3,
// This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc.
CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4,
// Ped will always fight upon getting threat response task
CA_ALWAYS_FIGHT = 5,
// If in combat and in a vehicle, the ped will flee rather than attacking
CA_FLEE_WHILST_IN_VEHICLE = 6,
// If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming
CA_JUST_FOLLOW_VEHICLE = 7,
// Deprecated
CA_PLAY_REACTION_ANIMS = 8,
// Peds will scan for and react to dead peds found
CA_WILL_SCAN_FOR_DEAD_PEDS = 9,
// Deprecated
CA_IS_A_GUARD = 10,
// The ped will seek cover only
CA_JUST_SEEK_COVER = 11,
// Ped will only blind fire when in cover
CA_BLIND_FIRE_IN_COVER = 12,
// Ped may advance
CA_AGGRESSIVE = 13,
// Ped can investigate events such as distant gunfire, footsteps, explosions etc
CA_CAN_INVESTIGATE = 14,
// Ped can use a radio to call for backup (happens after a reaction)
CA_CAN_USE_RADIO = 15,
// Deprecated
CA_CAN_CAPTURE_ENEMY_PEDS = 16,
// Ped will always flee upon getting threat response task
CA_ALWAYS_FLEE = 17,
// Ped can do unarmed taunts in vehicle
CA_CAN_TAUNT_IN_VEHICLE = 20,
// Ped will be able to chase their targets if both are on foot and the target is running away
CA_CAN_CHASE_TARGET_ON_FOOT = 21,
// Ped can drag injured peds to safety
CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22,
// Ped will require LOS to the target it is aiming at before shooting
CA_REQUIRES_LOS_TO_SHOOT = 23,
// Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances)
CA_USE_PROXIMITY_FIRING_RATE = 24,
// Normally peds can switch briefly to a secondary target in combat, setting this will prevent that
CA_DISABLE_SECONDARY_TARGET = 25,
// This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims
CA_DISABLE_ENTRY_REACTIONS = 26,
// Force ped to be 100% accurate in all situations (added by Jay Reinebold)
CA_PERFECT_ACCURACY = 27,
// If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover
CA_CAN_USE_FRUSTRATED_ADVANCE = 28,
// This will have the ped move to defensive areas and within attack windows before performing the cover search
CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29,
// Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing)
CA_CAN_SHOOT_WITHOUT_LOS = 30,
// Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage)
CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31,
// Allows ped to use steamed variations of peeking anims
CA_CAN_USE_PEEKING_VARIATIONS = 34,
// Disables pinned down behaviors
CA_DISABLE_PINNED_DOWN = 35,
// Disables pinning down others
CA_DISABLE_PIN_DOWN_OTHERS = 36,
// When defensive area is reached the area is cleared and the ped is set to use defensive combat movement
CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37,
// Disables bullet reactions
CA_DISABLE_BULLET_REACTIONS = 38,
// Allows ped to bust the player
CA_CAN_BUST = 39,
// This ped is ignored by other peds when wanted
CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40,
// Ped is allowed to "jack" vehicles when needing to chase a target in combat
CA_CAN_COMMANDEER_VEHICLES = 41,
// Ped is allowed to flank
CA_CAN_FLANK = 42,
// Ped will switch to advance if they can't find cover
CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43,
// Ped will switch to defensive if they are in cover
CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44,
// Ped will clear their primary defensive area when it is reached
CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45,
// Ped is allowed to fight armed peds when not armed
CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46,
// Ped is not allowed to use tactical points if set to use defensive movement (will only use cover)
CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47,
// Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS)
CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48,
// Ped may use reduced accuracy with large number of enemies attacking the same local player target
CA_USE_ENEMY_ACCURACY_SCALING = 49,
// Ped is allowed to charge the enemy position
CA_CAN_CHARGE = 50,
// When defensive area is reached the area is cleared and the ped is set to use will advance movement
CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51,
// Use the vehicle attack mission during combat (only works on driver)
CA_USE_VEHICLE_ATTACK = 52,
// Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver)
CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53,
// Always equip best weapon in combat
CA_ALWAYS_EQUIP_BEST_WEAPON = 54,
// Ignores in water at depth visibility check
CA_CAN_SEE_UNDERWATER_PEDS = 55,
// Will prevent this ped from aiming at any AI targets that are in helicopters
CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56,
// Disables peds seeking due to no clear line of sight
CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57,
// To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee)
CA_DISABLE_FLEE_FROM_COMBAT = 58,
// Disables target changes during vehicle pursuit
CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59,
// Ped may throw a smoke grenade at player loitering in combat
CA_CAN_THROW_SMOKE_GRENADE = 60,
// Will clear a set defensive area if that area cannot be reached
CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62,
// Disable block from pursue during vehicle chases
CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64,
// Disable spin out during vehicle chases
CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65,
// Disable cruise in front during block during vehicle chases
CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66,
// Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds
CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67,
// Disables the react to buddy shot behaviour.
CA_DISABLE_REACT_TO_BUDDY_SHOT = 68,
// Prefer pathing using navmesh over road nodes
CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69,
// Ignore road edges when avoiding
CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70,
// Permits ped to charge a target outside the assigned defensive area.
CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71,
// This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon.
CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72,
// Disables peds moving to a tactical point without clear los
CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73,
// Disables pull alongside during vehicle chase
CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74,
// If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons)
CA_DISABLE_ALL_RANDOMS_FLEE = 78,
// This ped will send out a script DeadPedSeenEvent when they see a dead ped
CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79,
// This will use the receiving peds sense range rather than the range supplied to the communicate event
CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80,
// When aiming from a vehicle the ped will only aim at targets on his side of the vehicle
CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81,
// LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82,
// LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
CA_REQUIRES_LOS_TO_AIM = 83,
// Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target
CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84,
// Peds flying aircraft will prefer to target other aircraft over entities on the ground
CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85,
//Allow peds flying aircraft to use dog fighting behaviours
CA_ALLOW_DOG_FIGHTING = 86,
// This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles
CA_PREFER_NON_AIRCRAFT_TARGETS = 87,
//When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one
CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88,
// Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases.
CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89,
// Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers.
CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90
};