| fmmc.oxt | 1.41 | MC_H_PED4 | Sets the Actors accuracy. |
| fmmc.oxt | 1.41 | MC_H_PED4C | Set the accuracy of the Actor. |
| fmmc.oxt | 1.41 | MC_H_PED5 | The number of times the NPC will be re-created if no longer valid. For example, will be respawned if killed, captured, delivered to a drop off, etc. |
| fmmc.oxt | 1.41 | MC_H_PED6 | This sets the NPCs starting health. If set at 300% or more the ped will no longer die instantly from headshots. |
| fmmc.oxt | 1.41 | MC_H_PED7 | This determines if the NPC should follow the player when objectives such as go to or capture are completed. |
| fmmc.oxt | 1.41 | MC_H_PED8 | The next NPC placed will create a new Mission objective on the Mission order Menu rather than being added to the current objective. |
| fmmc.oxt | 1.41 | MC_H_PED9 | For non Mission critical NPCs you can set the relationship to each of the teams. For example an NPC could be set to be hostile to team 1 and would attack on sight. |
| fmmc.oxt | 1.41 | MC_H_PED9C | Set Actor relationships to each of the playable teams. |
| fmmc.oxt | 1.41 | MC_H_PED10 | Allows you to set spawning or NPC behavior to be linked to a rule from the Mission order Menu. |
| fmmc.oxt | 1.41 | MC_H_PED30 | NPCs placed with the rule set to none will not be part of the Mission objective. They will just be created as ambient NPCs. |