Pedestrians (peds) are non-playable characters (NPCs) that appear in the Grand Theft Auto series.
Overview[]
Pedestrians are civilians and residents of the cities and area that the protagonist is in. However, babies, children and teenagers do not appear in any of the games outside certain conditions, such as cutscenes, where they cannot be harmed by the player in free roam (which would be considered unacceptable by most video game critics and enthusiasts). The only exceptions would be Mary-Beth Williams in Grand Theft Auto: Vice City Stories, Jill Von Crastenburg in Grand Theft Auto IV and two unnamed children shown on www.accept-the-chaos.com in Grand Theft Auto V and Grand Theft Auto Online, though they only appear in non-interactive cutscenes.
In Grand Theft Auto III, Grand Theft Auto: Vice City, and the PSP version of Grand Theft Auto: Liberty City Stories, there are cheats that allow the player to play as an NPC, as these games featured single-outfit mechanics. This idea was scrapped after Grand Theft Auto: San Andreas, although modifications still allow the player to play as a pedestrian. The enhanced version of Grand Theft Auto V allows the player to use a pedestrian model in Director Mode.
Pedestrians in the 3D Universe share a glitch nicknamed "clumping", in which multiple instances of the same pedestrian model can be observed in the same area. This makes it possible for two pedestrians of the same model to interact with the other. However, this is patched in Grand Theft Auto: San Andreas, as pedestrians will not react with another character of the same model. This is also extended on in GTA Vice City Stories, where pedestrians have different clothing palettes thereby mitigating clumping.
In the HD Universe, pedestrian models are varied and the amount of models have now been increased, preventing the chances of clumping from happening during normal gameplay. This is due to an implemented mechanic of clothing and age for pedestrians.
In addition, certain pedestrians are only found in appropriate places, and their behavior is much more realistic and distinct to that particular pedestrian. For example, homeless people will hang around in back alleys, lie around on the streets and ask other people, including the protagonist, for spare change. Russian immigrants will hang around Hove Beach in Broker close to where the ships dock, office workers can be found in Downtown Algonquin and criminals such as muggers and carjackers will hang around Bohan. Also, prostitutes only appear at night around the poorer areas of the city.
Starting with the 3D Universe, pedestrians carry out complex and realistic actions while on foot. Pedestrian behavior includes smoking, talking on the phone, sitting on park benches and reading newspapers, conversing or fighting with others, carrying home shopping bags and the like, reflecting that of real life. In Grand Theft Auto IV, pedestrians can be seen putting something in a car's trunk or fixing a broken down engine on the side of the road. Street criminals can also be observed stealing vehicles or carjacking other pedestrians much more commonly. Under certain conditions, pedestrians will draw melee weapons or firearms on each other or the player. Sometimes in Grand Theft Auto IV and its episodes, certain pedestrians may grab the door handles of the player's car and hang on as the player drives away. This also occurs in Grand Theft Auto V, but much more rarely.
Description[]
General appearance[]
Pedestrians in all games show features such as aging, ethnic groups, weight, height and the like. Each have their own dialogue, and interact with each other as well as with the player. Gang members may also qualify as pedestrians, but feature different behavior by often appearing in groups or in a specific area of the city.
Until Grand Theft Auto III, standard pedestrians were often deprived of details, and as such, few distinctions were made in where certain pedestrians appear and their appearances. From Grand Theft Auto 2 onwards, attempts were made to program gang members to appear in respective gang turf,
From Grand Theft Auto III onwards, civilians reflect what city, district, time, and setting the game is in. For example, in a college area, college students are spawned, while a Chinatown may feature people of Chinese ethnicity. In Grand Theft Auto: Vice City, many civilians are dressed in 80s apparel due to its time period, while the game additionally switches between pedestrians donning swimsuits and those dressed in party attires for day and night in Vice Beach. In Grand Theft Auto: San Andreas, the neighborhoods in Los Santos are highly diverse. Ganton has a predominantly Afro-American community, with large gang presence, while Las Colinas has an important Latino community. In the countryside, pedestrians are mainly farmers and hillbillies. Homeless people don't spawn in affluent areas of town, nor do businessmen in the country. Pedestrians drive cars appropriate for their economic status: wealthier civilians typically drive more luxurious cars, and poorer pedestrians typically drive less appealing vehicles. Grand Theft Auto: San Andreas re-used pedestrian elements from Grand Theft Auto: Vice City, but instead uses influences and trends made popular during the 90s. Another noticeable trait is that certain pedestrians walk in different styles; certain female pedestrians might have their cleavage moving when walking, while the homeless and elders walk limping and the upper class pedestrians will walk in a much more refined style in comparison to pedestrians of a lower class.
Interaction[]
Prostitutes are a special type of pedestrian that are able to enter the player's car and have sex with the protagonist, replenishing the health bar, for a fee.
Pedestrians can be run over by cars, shot, and beaten up. Many leave money when they die, which can be obtained by the player. Most of the time, if a pedestrian is killed, an ambulance will show up to heal the pedestrian, at which point the pedestrian will simply get up and continue with their business or enter the ambulance to be taken to a hospital. This does not always happen in 3D and HD Universe games, though, e.g. when a pedestrian's head is shot or a pedestrian is burnt with a molotov cocktail or a flamethrower, the ambulance will usually not arrive, as these injuries are not compatible with life. In Grand Theft Auto IV, pedestrians' health can be brought to zero without killing them, at which point they fall and drop their money but continue to squirm on the ground, sometimes managing to get back up and limp for a short distance, and they do not count under the "people killed" statistic. At that point, the pedestrian can be rescued by paramedics and taken to a hospital if the player does not kill them. If the player chooses to kill a pedestrian, the pedestrian will stop moving, a pool of blood may begin to form depending on how they were killed, and the paramedics may try unsuccessfully to save them. This changed again in Grand Theft Auto V; pedestrians now always die when their health is depleted, and the paramedics respond only to document the death.
However, it may not be in the protagonist's best interests to kill a pedestrian unprovoked, sometimes even contradicting their moral values. Since the player can take a pedestrian's money without finishing them off in Grand Theft Auto IV, killing them is only a deliberate act of cruelty. Starting with Grand Theft Auto: Vice City Stories, pedestrians and cops can swim for a short time before drowning.
In Grand Theft Auto: San Andreas, Carl Johnson can have limited conversations with pedestrians. Occasionally, he may hear a pedestrian make a comment (a compliment or insult) about how he smells, his looks or mode of dress. He can choose to respond positively or negatively. A negative response to an insult may provoke the pedestrian. Carl can also choose to ignore the comment; if he ignores a compliment, the pedestrian will criticize him for ignoring them. Similarly, Carl may encounter drug dealers who likewise can be conversed with in this manner. Rival gang members will walk up to Carl and ask if he himself is a gang member. No matter which answer Carl chooses, the gang members will still chase/attack him.
In Grand Theft Auto IV, the player cannot communicate with other pedestrians via controls, with the exception of a couple instances. However, some pedestrians do sometimes communicate with the player in response to something the player does to them; for example, they will typically say something if the player bumps into them, attacks them, hits their car, runs them over with a car, or attacks another pedestrian. Pedestrians are known to call the police. Some pedestrians, such as hobos on the beach/under the bridge or saxophone musicians located outside the train stops can be given money using the interaction button. If the player aims a gun at a pedestrian, they may put their hands up in a surrender position, run away or duck, often begging or yelling insults at the player while fleeing or ducking. On some occasions, Niko may reply to the pedestrian by default.
In Grand Theft Auto V, pedestrians are much more interactive. The player can simply say hello or threaten pedestrians depending on which character is being played as or the attitude they display towards the characters (Trevor Philips insults pedestrians by default). Certain pedestrians may engage in conversation with one of the three characters, in which case the player may choose to react or ignore the conversation. They react to the world around them as well. Pedestrians are known to call the police or film crimes as they happen. In other cases, if the player were to stop next to pedestrians without provocation (if driving a high-end vehicle) they will sometimes take pictures of it, even complimenting the player's vehicle.
Dangerous Pedestrians[]
Aside from the civilians who accidentally hit the player with their vehicles, there are even more dangerous pedestrians. Some examples include gang members, who are particularly dangerous as they are usually armed and will almost always fight back.
Grand Theft Auto: San Andreas[]
If the player replies negatively to wearing GSF colors, the gang might leave the player alone. Taxi drivers and other pedestrians will often respond to carjackings by trying to pull the player out and beat them, or they might simply attempt to run over the player or repeatedly ram their car or sometimes just carjack their vehicle back and drive away. Pedestrians in vehicles will sometimes respond angrily to minor automobile collisions, and will try and damage the player's vehicle by hitting them with melee weapons, or giving chase in their own vehicle. Some pedestrians will fight back when provoked.
Sometimes, if the player responds negatively to a pedestrian criticizing CJ's appearance (which causes CJ to hurl an insult at the pedestrian), they will sometimes stand still before proceeding to beat the player up, or, if armed, use a firearm against them. This happens with any pedestrian in the game, even the likes of affluent pedestrians or females, who are usually peaceful, will still beat the player up.
Also, during the Los Santos Riots, pedestrians will become hostile, carry weapons and attack the player or steal their car. They will also attack cops and other pedestrians. During this part of the game, street criminals that may carjack the player, regular pedestrians, and even police spawn much more often than before or after the riots.
If the player provokes a hostile or a GSF gang member, all other members of that gang present on foot will also turn hostile to the player, although gang members recruited by player via cheats may also attack their fellow gang members, e.g. player-recruited Ballas will attack hostile Ballas. However, if those attacks accidentally hit a vehicle of a gangster of the same gang, the gangsters in the car will get out and turn hostile to members of their own gang. But bullets of gangsters from the same gang will never hit each other. In addition, it is also possible for some GSF gang members to become hostile towards CJ, although GSF members on CJ's side may also attack hostile GSF members.
If a gangster accidentally hits a police vehicle, the police officers inside will attack all members of the gang. Any passing-by police vehicles will join the gunfight.
HD Universe[]
Grand Theft Auto IV[]
In Grand Theft Auto IV, gang members usually leave the player alone outside of missions, unless they are provoked. This can happen with the Russian Mafia if the player opens fire against anyone in their territory.
Moreover, if the player attacks a pedestrian, sometimes, other pedestrians will come to aid the attacked pedestrian. This occurs more often if the player attacks a female pedestrian. Women usually don't aid other pedestrians. Also, pedestrians will sometimes come to the aid of the player if they are attacked. In certain areas, if the player fires a weapon, a pedestrian may pull a gun (usually a pistol or a micro SMG) and fire at the player in an act of defense. Sometimes, when a player is committing a crime involving explosives, a pedestrian will act as a "good Samaritan" and try to attack and stop the player. Pedestrians armed with weapons will attack each other or the player if they fire a weapon. If the player attacks an NPC unarmed or with a melee weapon, then the NPC may attack the player in self defense.
Grand Theft Auto V[]
In Grand Theft Auto V, if the player honks their horn in front of a driver repeatedly, the driver will at times become hostile and attack the player. This also happens if the player stands next to a hostile NPC, which can result the pedestrian to attack the player in the process. Pedestrians may also call the police if they see the player committing a crime.
Carjacking a pedestrian who has a weapon is considerably more dangerous. If the player fails to leave in time, the pedestrian may pull the player out of the vehicle, then repeatedly shoot them before they can get up. Some pedestrians without a weapon may also become hostile. However female pedestrians will rarely, if ever, become hostile after a carjacking. Exceptions are older women in different areas of Blaine County.
If the player approaches a hostile pedestrian and tries to provoke them, such as bumping into them or insulting them, the player will receive a verbal warning from the pedestrian. If the player continues to agitate the pedestrian, they will attack the player. Gang members, while giving verbal warnings, may also show a sign of provocation by pulling a gun out of their back pocket, and keeping it by their side, until they begin shooting at the player.
Some pedestrians will also become hostile, or call the police, if they are followed for too long. They will usually give a verbal warning first. This is a risk for players who wish to eavesdrop on a pedestrian's conversation.
Noteworthy Pedestrians[]
The player can communicate more extensively with noteworthy pedestrians. Some noteworthy pedestrians will come to the player's aid when he is hurt, or if the player harms another pedestrian, some bystanders will try to defend the victimized pedestrian that the player attacked.
Some noteworthy pedestrians will beg or perform for money. Those include buskers, prostitutes, tramps, and crack dealers.
In games such as Grand Theft Auto: San Andreas or Grand Theft Auto IV, if the player is in a particularly crime-riddled neighborhood, the player may be attacked or car-jacked by a random street criminal, particularly at night when fewer officers are patrolling the streets. In bad areas such as Bohan, the player will occasionally be held at gunpoint by a gang member or street criminal.
- Buskers
- Crack Dealers
- Drug Dealers
- Elvis Impostors
- Firemen
- Gang members
- Mimes
- Paramedics
- Perverts
- Police officers
- Soldiers
- Prostitutes
- Random characters
- Security Guards
- Sentinel XS Driver
- Soapboxers
- Street Criminals
- Taxi Drivers
- Tramps
Trivia[]
General[]
- In all GTA games, each pedestrian has their own voices and lines, however they share the same sounds for dying, screaming and getting injured as the rest of their gender.
- Sometimes in Grand Theft Auto: San Andreas, Grand Theft Auto: Liberty City Stories, and Grand Theft Auto IV, pedestrians talking to each other use dialogue that is completely off-key to the discussion. This is improved upon in Grand Theft Auto V, where interacting pedestrians are more likely to have relevant dialogue with each other.
- Before the HD Universe, pedestrian corpses would disappear after two to three minutes if they were not revived. In the HD Universe, pedestrian bodies do not disappear until the player leaves the area where the bodies are located. If the player keeps killing several people within the area, bodies will then start to disappear. This is to prevent the system from overloading.
- In some games, when using auto aim, the weapon may lock on to thin air, before locking onto an invisible pedestrian. Shooting the invisible pedestrian will cause blood splatter on the floor and money to appear. This glitch occurs in the PS2 version of Grand Theft Auto: San Andreas, although it has been reported in certain places in the Xbox version, as well as the Xbox 360 and PS3 versions of Grand Theft Auto IV.
- In Grand Theft Auto: Vice City, Grand Theft Auto: Liberty City Stories, and Grand Theft Auto: Vice City Stories, the player can assist police officers that are chasing street criminals through the street by attacking the pedestrian without gaining a wanted level, the player will also receive a "$50 Good Citizen Bonus" for helping the police, In Grand Theft Auto: San Andreas, Grand Theft Auto IV, and Grand Theft Auto V, the player will receive a wanted level instead. This feature was originally available in Grand Theft Auto IV, as it was scheduled to be implemented in the beta version.
- In GTA IV and GTA V, the pedestrians will drop the objects which they are holding (including umbrellas, cellphones, brooms, clipboards, coffee cups, soda cups, shopping groceries, cigarettes) whenever they are bumped into and/or shocked/surprised. These objects seem to be indestructible, since bullets are unable to go through the objects and hit the pedestrian. They will also drop their hats or baseball caps; moreover, their sunglasses will fall off if they are pushed or run into.
- In GTA IV, some male pedestrians have female voices that they use for screaming and when in pain. This is somewhat unusual, but most of them won't fight back if attacked. These pedestrian models usually have effeminate mannerisms and styles usually associated with stereotypical homosexuality, so it may be a joke on the part of the developers.
- Similarly, in GTA V, pedestrians have opposite gender voices to quote other than screaming or in pain. For example, male cops use female voices when they quote. This is because there are no voice files present for some of the pedestrian types, and when the game is unable to find a voice file for a certain pedestrian, it will assign a random voice to the pedestrian, which sometimes results in them having an opposite gender voice. The reason this does not apply to screaming and pain sounds is because they have their own sound files which apply to every pedestrian of that gender rather than specific pedestrian types.
- In the HD Universe, if an unarmed pedestrian or one that has a melee weapon turns hostile towards the protagonist, simply pulling out a weapon will cause them to flee.
3D Universe[]
- When the player hits a pedestrian and they fight back, the pedestrian will no longer run away from gunshots or put their hands up when a gun is aimed at them. However, they will run away if they get shot.
- Police officers unusually attack and even kill street criminals with their bare fists, rather than using a nightstick; which the latter they use in order to arrest the player. They do not arrest criminals, they just attack them.
- Pedestrians that are given ranged weapons through cheats will react violently towards firearms being discharged near them. As such, they will begin firing at the original shooter, whether it was the player, gang members, other armed pedestrians, or even police officers. In Grand Theft Auto III, they would react similarly to players throwing grenades in a crowded area, regardless of whether they had weapons of their own.
- Pedestrians have a small chance of dropping large sums of cash. This is sometimes referred to as a "jackpot" by players. Some players have obtained over $3,000 in one kill. Even a hobo may leave a few thousand dollars when killed; it is unknown if this is a glitch or a reference to 'fake' homeless people. This feature is more notable in Grand Theft Auto III because the cash in the aforementioned game is inflated ten times. In Grand Theft Auto: San Andreas, drug dealers usually drop large sums of cash when killed.
- In Grand Theft Auto III, there are "boss" pedestrians across Liberty City. The pedestrian wears green clothing, and if he attacks another pedestrian, they will flee. A "weak" pedestrian is also seen everywhere in the city. He wears a blue Hawaiian shirt and blue shorts, and will flee whenever anyone attacks him. In GTA Vice City, there are also "boss" and "weak" pedestrians across Vice City. The first "boss" pedestrian is a businessman who wears a green suit, and if he attacks another pedestrian, they will start running; even if he attacks cops, they will also flee. The other "boss" is a man who wears a black outfit, black sunglasses, black sombrero, and is black himself. He behaves in the same manner as the first "boss". If they attack each other accidentally, they will continue walking like nothing happened. The "weak" pedestrian is a man who wears a pale yellow t-shirt, with a camera, who will run if someone attacks him.
- In Grand Theft Auto III, if Claude throws grenades or fires a rocket launcher, there's a chance that a pedestrian will start attacking him.
- In Grand Theft Auto III, if Claude runs against elder pedestrians, they will fall down. The same happens in Grand Theft Auto: Vice City when the player is playing as a pedestrian.
- In Grand Theft Auto: Vice City, if Tommy Vercetti continues to beat a dead street criminal, the police may ignore the player.
- In Grand Theft Auto: Vice City, if Tommy accidentally attacks both the police officer and the criminal which the officer is chasing, a one-star wanted level will be attained, but the "Good Citizen Bonus" is still obtained. However, afterwards, the officer will try to attack Tommy, not the criminal.
- In Grand Theft Auto: Vice City Stories, throwing a punch without hitting anyone near pedestrians, they will either flee, or even attack Victor Vance.
- In Grand Theft Auto III, Grand Theft Auto: Vice City, Grand Theft Auto: Liberty City Stories and Grand Theft Auto: Vice City Stories, bodies from dead pedestrians that disappear will be replaced with the white chalk outline of their body. This feature was scrapped in Grand Theft Auto: San Andreas for unknown reasons.
Grand Theft Auto: San Andreas[]
- The stewardess has a masculine voice, similar to Peach.
- If a rollerskater strays onto sand, they will go really slow.
- Pedestrians will react to weather. If it rains, they will walk under shelter; if driving, they will roll up their car windows. Beachgoers will also leave the beach.
- If CJ wastes a pedestrian that has just used the cash point at Venturas Steaks Steakhouse, they will drop more money than usual.
- The chubby desert girl ("
DWFYLC1
") may spawn using the voice set of the fit desert girl that wears a cap ("DWFYLC2
"). - A glitch may occasionally occur where a pedestrian becomes invulnerable. This usually happens when the pedestrian is pushed against a wall or corner, or when the player drives his car with an NPC inside into a body of water.
- The Orange 12 says "That ese put dust in my weed", which is a reference to Friday, where Smokey is given a spliff by Hispanics before they reveal they laced the weed with angel dust. This later happens in The Lost and Damned, when Billy Grey spikes Dave Grossman's bong with mescaline.
- A rare pedestrian will spawn whose dialogue seems to suggest that he is aware that he is a character in a fake universe. His standalone comments reference the "lie" that is his world, and in conversations with other NPCs, he will mock their scripted and oblivious responses as being completely irrelevant to anything he might have to say. It is unclear which pedestrian he is, or where he is likely to spawn, but he has been spotted near Ocean Docks, Los Santos.[ref?]
- Pedestrians have a habit of jumping into the path of the player's car. Pedestrians are scripted to jump away from the player's vehicle if the player is driving towards them, but sometimes, if the player changes the direction at the last moment, the pedestrian may end up jumping into his path and getting run over. The player should exercise caution as sometimes a police officer might be nearby and the player risks getting a wanted level.
- A certain pedestrian model (a black man sporting a denim jacket, khakis, and a flat top haircut) is seen driving certain vehicles (Journey, Walton, Bobcat, Freight, and Brown Streak), while no other ped model drives them. This kind of ped can sometimes also be found driving in general vehicles for some reason. Other vehicles of the same type (not counting law or emergency vehicles) are driven by various NPC models.
- Male pedestrians will sometimes follow female pedestrians and either compliment their appearance or flirt with them.
- Female pedestrians sometimes also follow each other. It is most likely a glitch, since they refer to them as males.
- When certain women are driving, sometimes their breasts raise up to their chin or disappear, but when the player carjacks them, their body will go back to normal. Tested on the PC version.
- The same glitch happens when Player 2 plays as a female character and equips a weapon which disallows sprinting.
- If the player attacks a pedestrian who will usually fight back if provoked and lures them into hitting another NPC, then the provoked pedestrian will focus their shift on the hit NPC instead, either fighting them off or chasing them.
- Some pedestrians are modeled after 1990s celebrities.
- Fam2 resembles O-Dog from Menace II Society.
- Alan Crawford resembles Tre Styles from Boyz n the Hood.
- The black train/taxi driver (wearing a denim jacket and khakis) resembles Bishop from Juice.
- The black DJ (who wears red track pants, a red bucket hat, and no shirt) resembles LL Cool J.
- The Englishman (with long blond hair, a green jacket, and ivory pants) resembles Kurt Cobain.
- The black San Fierro prostitute (with a red dress and short hair) somewhat resembles Grace Jones.
- The white Las Venturas prostitute is said to resemble Madonna.
- Woozie's female assistant (wearing a black cheongsam, no glasses, and long black hair), who is also seen inside Jizzy's Pleasure Domes during Jizzy's first mission, is said to resemble Lucy Liu.
- The blonde lady in a white halter-neck dress, who CJ flirts with in Just Business, resembles Catherine Tramell from Basic Instinct.
- Denise Robinson's character model is used for generic prostitutes inside Madd Dogg's Crib during A Home in the Hills.
- Strangely, in the remaster for PlayStation 3 and Xbox 360, Millie Perkins does not have a unique character model when wearing her underwear in Key to Her Heart; she instead uses the Sex Shop XXX employee character model.
- The wealthy Asian male pedestrian appears in a photo with Katie Zhan.
- Kendl Johnson's beta model (the "Purple 31") is in a photo with beta Sweet. Moreover, the model is also is used for Kendl's only in-game appearance (High Stakes, Low-Rider).
Grand Theft Auto IV[]
- If the player wounds or kills a street criminal, the police will ignore the criminal, and start chasing the player.
- Pedestrians no longer produce the sound effects of bodies being crushed while getting run over by vehicles and landing on the ground after falling from heights.
- If an attacking pedestrian misses the protagonist and strikes another pedestrian, the attacker will then ignore the protagonist and the two pedestrians usually begin to fight each other until one of them is injured or arrested.
- If the protagonist attacks a female pedestrian, a male pedestrian will intervene and attack the player, in a similar fashion to The Warriors. However, in rare instances, a man will help the player to attack the woman. The player will get the same result even if they attack a prostitute.
- There have been instances where, if there is an injured pedestrian laying on the ground that has been hurt to the point that they can't get up, another pedestrian may shoot them to death. This occurs when having a shootout between the protagonist and gang members outside of missions.
- Certain emergency workers such as doctors, nurses, paramedics, and firefighters, will attack the player if provoked. Yet unlike any other pedestrian, the LCPD will simply ignore the assault, and fighting back results in a one-star wanted level. This is unusual as LCPD officers normally arrest pedestrians for fighting, however their status as honest emergency personnel may make them exempt from arrest. However, paramedics and doctors will be attacked by the police if they run over people or other officers. This is most notably seen with firefighters, as police will sometimes open fire at the player or other NPCs (if players dialed in-game 911 for the police).
- There are two notably rare characters, the electrician and the mailman, that only appear at specific daytime hours in specific areas, along with their own specific dialogue. The first to appear is the mailman, from 7AM to 9AM. Not only will he appear at only one mailbox and not continue a route, but he will also not deliver any mail along the street he travels on. In addition, killing the mailman will not spawn anything or empty his mail satchel, unlike other characters that spawn money or weapons, or have items on them that can be dropped. Though rarely, the mailman has dialogue if he is assaulted and usually pursues the assailant. The electrician appears in various locations between the hours of 3PM and 5PM. [1]
Grand Theft Auto V[]
- Sitting pedestrians will be killed instantly on contact.
- Pedestrians will react to what the player has done; if the player robs or kills someone, they might call the cops, film it or try to finish off the player themselves.
- No more than three pedestrians can be hostile to the player simultaneously. If a fourth pedestrian becomes hostile, one of the first three starts to flee.
- A rare glitch has pedestrians complimenting the player on their vehicle, or even asking for a lift, when the player is actually on foot and nowhere near their last car or bike.
- If any pedestrians are caught in the middle of a gunfight (i.e. when street criminals get out of their car and shoot at the cops), they will drive recklessly trying to evade the situation. However, even after they have evaded the situation, the frightened pedestrians will continue to drive recklessly. This can also be experienced if the player shoots at a pedestrian's car near other pedestrians.
- Frightened pedestrians on foot also behave similarly to the ones in cars, as they also will not stop running and screaming even after they have gone far away from the gunfight. However, they will stop running and screaming if the player does not engage in any gunfight activity while following them.
- Pedestrians hostile to the player will flee if the player has a wanted level and the police show up. Even large numbers of gang members will flee upon the arrival of a single police car. If they are hostile but the player is not wanted, they will attack the police instead of fleeing.
- When attacking a pedestrian, there is a chance that they will dodge the attack and attack the player instead, and they will no longer flee under any circumstances, even when the player is holding a gun and aiming at the pedestrian/shooting around them.
- Some pedestrians may rant to the player after greeting them. The pedestrian will follow the player around until they have finished talking, and will even enter any vehicle that the player enters.
- If the pedestrian remains in the vehicle after talking, they will enter a frightened state and will try to leave as soon as the vehicle has stopped. The exception to this are motorcycles, where they will stay seated unless ragdolled off.
References[]
- ↑ \GTAIV\common\data\Scenarios.dat:
Scenario_PostMan StartEnd(7, 9) Task(Stationary) MaxInRange(1, 60) SetSpawnInterval(60000) TimeTillPedLeaves(10) WillAttractPeds SetSpecificModel(M_M_Postal_01) ForceModelLoad
Scenario_ServiceWorker StartEnd(15,17) Task(Stationary) MaxInRange(1, 60) SetSpawnInterval(60000) SetSpecificModel(M_M_Telephone) ForceModelLoad