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GTA 5: How to Make Peds Fight Each Other on PC

By Freedom251 Team · · 5 min read

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On the PC version of Grand Theft Auto V, the quickest documented way to make two groups of pedestrians (peds) fight is the SimpleGangWar ScriptHookVDotNet script. Install its two dependencies, copy the script files into the game’s scripts folder, then use the in-game hotkey to choose enemy and ally spawn points. For more control over models, targets and behavior, write a small ScriptHookVDotNet script using World.CreatePed and Task.FightAgainst.

What you need to know first

This workflow is for a PC installation that supports ScriptHookV and ScriptHookVDotNet. It is a single-player modding method; the cited documentation does not establish a supported procedure for PlayStation, Xbox or GTA Online. Use it in an offline, mod-compatible game setup and keep separate mod files if you also play online.

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The SimpleGangWar project was listed as version 2.4.1, updated February 1, 2025. Its repository records ScriptHookV 1.0.3411.0 and ScriptHookVDotNet nightly 3.7.0-nightly.14 as the versions tested against the January 2025 PC game state. Later game or dependency updates can require a matching ScriptHook release.

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Method 1: Set up a battle with SimpleGangWar

SimpleGangWar is designed to create “a basic battle between two teams.” It handles spawning, combat assignments and cleanup without requiring you to write code.

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Install the prerequisites

  1. Install ScriptHookV for your PC copy of GTA V.
  2. Install ScriptHookVDotNet. The project documentation identifies nightly 3.7.0-nightly.14 and ScriptHookV 1.0.3411.0 as the tested versions for the January 2025 game state.
  3. Launch the game once in single-player to confirm that the hook and the scripts directory are working. If the directory does not exist, create Grand Theft Auto V/scripts in the main game folder.

Copy the battle files

Copy both SimpleGangWar.cs and SimpleGangWar.ini into Grand Theft Auto V/scripts. Keep the INI file beside the script: it contains the settings that control the battle.

Choose the two spawn points

  1. Load a single-player session and travel to the location where you want the enemy team to appear.
  2. Press B, the default hotkey, at that location.
  3. Follow the prompt and press B again when the enemy position is accepted.
  4. Move to the location for your allied team and confirm it as prompted.
  5. After both positions are set, the script spawns the two teams and assigns their combat behavior.

Choose locations with a clear route between them. The project README warns that peds may idle when spawn points are too far apart; placing the teams within a practical walking or driving distance usually produces a more active fight.

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Pause, resume and shut down a battle

  • Press N to pause or resume spawning.
  • Press B twice to enter and confirm battle shutdown. The script removes both living and dead peds that it spawned.

SimpleGangWar settings you can tune

The INI configuration exposes substantially more than team locations. Exact option names can vary with the script build, so use the labels supplied in your copy of SimpleGangWar.ini.

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Control area What it changes
Ped model Which character models each team uses.
Weapon The weapons assigned to spawned peds.
Health and armor How much damage a ped can withstand.
Accuracy Weapon accuracy for spawned combatants.
Combat movement Stationary, defensive, offensive, suicidal, disabled or random movement behavior.
Combat range How close peds try to get before engaging.
Living-ped and spawn limits Caps the number of active and total spawned peds.
Wanted-level behavior and blips Controls police attention and map markers.
Cleanup Determines how spawned entities are removed when the battle ends.
Relationship-group processing Helps prevent spawned peds from unexpectedly attacking mission peds.

If your spawned fighters turn on story characters or other mission entities, review the relationship-group option before changing weapons or AI settings. A high spawn cap can also make battles harder to stop cleanly, especially on crowded locations.

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Method 2: Make peds fight with your own script

A custom ScriptHookVDotNet script is the flexible option when you need a particular model, weapon loadout, formation or target assignment. The basic pattern is to create peds, retain references to them, assign each one a target and delete them during cleanup.

Core API sequence

  1. Spawn a character with World.CreatePed(model, position).
  2. Store every returned ped in a list so you can address it later.
  3. Assign an opponent with ped.Task.FightAgainst(otherPed).
  4. When the scenario ends, call Task.ClearAllImmediately() and then Delete() for each spawned ped.

Three-ped example

myPeds[0].Task.FightAgainst(myPeds[1]);
myPeds[1].Task.FightAgainst(myPeds[2]);
myPeds[2].Task.FightAgainst(myPeds[0]);

The example creates a circular target arrangement: each ped attacks the next one. For two teams, assign every member of team A to a selected member of team B, and do the reverse for team B. Keep the references in separate lists if you need team-wide cleanup or want to retarget survivors when an opponent dies.

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Stopping and deleting custom fighters

foreach (var ped in myPeds)
{
    ped.Task.ClearAllImmediately();
    ped.Delete();
}

Check that a ped reference is still valid before issuing a task or deleting it. A target that has already been removed cannot receive a new combat task, so scripts should detect dead or missing entities and choose another opponent.

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Which approach should you use?

Need SimpleGangWar Custom ScriptHookVDotNet code
Fastest setup Best choice: install files and set two locations in game. Requires writing, compiling and maintaining a script.
Models and weapons Configured through the INI options. Full programmatic control.
Movement and range Built-in movement modes and combat-range settings. Can be extended with your own task logic.
Spawn-count limits Uses documented living-ped and spawn caps. You must enforce limits yourself.
Relationship safety Provides relationship-group processing options. You must manage relationships and mission-ped interactions in code.
Cleanup Battle shutdown removes living and dead spawned peds. You must clear tasks and delete every entity reliably.

Troubleshooting common failures

Nothing happens when you press B

  • Confirm that ScriptHookV and ScriptHookVDotNet match the current PC game build.
  • Check that both SimpleGangWar files are directly inside Grand Theft Auto V/scripts, not in an extra nested folder.
  • Verify that you are in single-player and that the script is enabled in its INI configuration.

The teams spawn but stand idle

Move the spawn points closer together and give both groups a navigable route. The project specifically warns that excessive separation can leave peds idle.

Peds attack the wrong characters

Review the relationship-group processing setting. Mission peds and ambient characters can be affected if groups are not isolated correctly.

The battle leaves bodies or entities behind

Use the documented shutdown sequence—press B twice and confirm. For custom code, clear each ped’s tasks and call Delete(), including for dead entities still retained in your list.

Platform and safety limits

The documented setup depends on PC files, ScriptHookV, ScriptHookVDotNet and a scripts folder. No non-modded console procedure is established here, and no GTA Online-safe method is documented. Treat the scripts as single-player modifications and remove or disable them before using any online mode that checks game files.

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Frequently Asked Questions

Can I make peds fight in Director Mode or Menyoo?

The documented methods here use ScriptHookV/ScriptHookVDotNet and SimpleGangWar or your own ScriptHookVDotNet code. A separate, verified Director Mode or Menyoo procedure is not established by these sources.

Why are my two groups not attacking each other?

First bring the spawn points closer, then check relationship-group settings and confirm that each custom ped has a valid opposing target assigned with Task.FightAgainst.

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gameplayGTA 5moddingNPCsPC gamingScriptHookVDotNet

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