> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/game-mechanics/behaviour-flags.md).

# Behaviour Flags

## Introduction

The "Ped Component Flags" or "Behaviour Flags" are a set of flags used by the game to define specific behaviors for various pieces of clothing and accessories. These flags determine how an item behaves in different scenarios, such as entering a vehicle, handling first-person view, and automatic helmet selection.

## How to set Behaviour Flags in Durty Cloth Tool

Choose any Cloth Drawable from the left that includes the "Behaviour Flags" option in its details. Then, select one or more Behaviour Flags to apply to the selected drawable.

<figure><img src="/files/gyeLPpLcwO19XlZf0Fm5" alt=""><figcaption><p>Durty Cloth Tool Behaviour Flags Option</p></figcaption></figure>

## Behaviour Flags in DCT

| Name                     | Description                                                                                   | Additional Info                                                                                   |
| ------------------------ | --------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- |
| **None**                 | No special behavior is applied.                                                               |                                                                                                   |
| **Bulky**                | Marks bulky clothing for outfit and scenario selection.                                       | It does not dynamically remove an already equipped player item when entering a car.               |
| **Remove in Vehicle**    | Hides or removes the item in eligible vehicles.                                               | Bikes, aircraft, special seats, ped state, and script overrides can behave differently.           |
| **Bike Only**            | Marks the item for bike-only ambient or outfit selection.                                     | It does not dynamically remove an already equipped player item.                                   |
| **Armoured**             | Supports the protection and replacement rules used by compatible armored headwear.            | It is not a general armor value for arbitrary vests, components, or props.                        |
| **Lightly Armoured**     | Can modify weapon damage when the hit body region maps to the flagged component.              | It does not reduce fall damage, and applying it to an arbitrary prop does not add protection.     |
| **Motorcycle Helmet**    | Marks a head prop as the normal motorcycle-helmet category used by automatic helmet handling. | The result also depends on the equipped helmet, vehicle, and automatic helmet state.              |
| **Random Helmet**        | Marks a head prop as the bicycle-helmet category.                                             | Despite its name, this is not simply a random motorcycle-helmet pool.                             |
| **Flight Equipment**     | Marks compatible head, ear, or mask equipment for aircraft helmet handling.                   | The result depends on the vehicle type, seat, and other equipment.                                |
| **Hide in First Person** | Hides the item when in first-person view.                                                     | Commonly used to prevent items from obstructing view.                                             |
| **Use Hat Physics**      | Uses the alternate knocked-off hat object for compatible head props.                          | It does not add cloth/YLD simulation or guarantee that a hat is thrown away after motorcycle use. |
| **Pilot Equipment**      | Participates in keeping or selecting pilot equipment for certain plane and helicopter seats.  | It is not guaranteed for every aircraft, passenger seat, or server script.                        |

Each of these flags provides control over how different items of clothing and accessories behave based on various conditions, allowing for nuanced gameplay and visual experiences. Some flags are context-specific, so always test the complete use case on the ped and runtime build you support.
