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PEDClient
Artifact25963
Data sourced from jgscripts artifact-db

SetPedCombatAttributes

Docs
SetPedCombatAttributes(ped, attributeIndex, enabled)

Description

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 
};

Parameters

NameTypeDescription
pedPedThe ped to set attributes to.
attributeIndexintThe attribute index to set. See `eCombatAttribute` enum.
enabledBOOLA boolean to enable/disable the attribute (true/false).
🚶Quick Snippet: Get Ped Handle
ped

Use this to get the player ped handle for this native.

-- Get the player's ped handle (client-side)
local ped = PlayerPedId()
print("Ped handle: " .. ped)

-- For a specific player's ped (server-side):
-- local targetPed = GetPlayerPed(source)
🚶

Ped Models

View All
Mp M Freemode 0 1
mp_m_freemode_01
Player Zero
player_zero
Ig Agatha
ig_agatha
S M Y Cop 0 1
s_m_y_cop_01
S M M Gaffer 0 1
s_m_m_gaffer_01
G M M Armboss 0 1
g_m_m_armboss_01
A C Boar
a_c_boar
A M M Bevhills 0 1
a_m_m_bevhills_01

Returns

void

This native does not return a value.

Server Artifacts

Data sourced from jgscripts artifact-db
Recommended25963
Known Issues24
25987-25988Node.js sandboxing seems to be causing issues for people - best to avoid for now
21547Multiple (unconfirmed) reports of server-sided natives throwing errors or causing crashes; best to avoid
17462Failed build, ignore
16276Multiple reports of issues loading JS within resources
14583-14716Crash when using the new onEntityBucketChange
14583-14862Timeouts due to latency units being in nanoseconds
13759-13890Mumble (voice) external connections blocked by default
13380-13458Server crashing due to integer encoding (PR#3235)
13079Failed Linux build (works OK if using Windows!)
12933-13045Still crashes (sometimes) when restarting resources due to Node.js 22
12913-12932Causes a crash when restarting Node.js 22
12767os.date() appends null terminator; can break Lua scripts
12651Failed Linux build, ignore
12509Failed build, ignore
12255Unconfirmed, but several reports of server-side issues that don't persist when downgrading; best to avoid
12160-12165Cannot use entity native calls in entityRemoved
12151Crashing if using newest title update (TU)
12092-12135SetPlayerModel may cause SIGSEGV crashes on some clients due to changes in player handling. 12031 and below works fine.
12078-12083Some clients will fail to connect with 'ReadBulk of header failed' error
10930Failed build, ignore
10268-10309sv_experimentalNetGameEventHandler enabled by default; can cause server crashing and reports of issues downgrading after upgrading
10191GetVehicleNumberPlateText server native broken, will cause issues with scripts involving vehicles
10072Crashing when players join
8509State bags not replicated to clients

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