It would seem peds assigned as CRIMINAL who perform GUARD_SPOT while attacking the player on sight with throwables does not work very well, with Molotovs atleast. But once i changed them into STAND_STILL_BLOKEs, it worked just fine. Untill i wanted them to switch to attacking normally with a gun, then they had to be CRIMINAL again in order for it to work.
So yeah, i noticed that character occupations can go quite deep in how they affect various objectives given to them, and other internal behaviours. Might as well share what i noticed so far.
Perhaps anyone else also want to test out various occupations in combination with various objectives, or lack thereof(aka making a mugger with the 'objective' of wandering around being a dummy/doing nothing)?STAND_STILL_BLOKE: Only one observed able to throw molotovs properly. Can move despite name, though may refuse to move if told to stay still with stuff like GUARD_SPOT/AREA untill occupation is changed. Seen to be using a Pistol when approached too closely to throw at the target. Might crash game when used with KILL_CHAR_ANY_MEANS and similar objectives, best to change their occupation first before doing such. Does use patrol points correctly.
FBI: Prioritizes pulling victim out of car before firing. Rarely ever seen firing on their target when they are in a car, though it may happen rarely when doors are inaccesible and they stop moving around that much. Does not gain extra armor unlike the non-scripted FBI agents the game spawns at Wanted Level 5 which do get that armor.
SWAT: Nothing special found yet. Attacks targets in cars rather then pulling them out; this seems to be the norm for most occupations when dealing with vehicles. Does not gain extra armor like non-scripted SWAT's.
POLICE: Observed to use melee when close enough to his target automatically, though the cop might handle weapons other then the Pistol poorly because of it. During KILL_CHAR_ON_FOOT or _ANY_MEANS will always attempt to pull the target out of their car. If the target is on foot during this command they will only fire from range if other cops are actively attempting to attack the player (only tested with game-spawned cops so far), if there is no assistance they will try and punch you instead. Doesnt gain any armor/health on higher Wanted Levels either.
PSYCHO: Doesnt seem to do anything special. Normal behaviour towards cars.
CRIMINAL: Nothing special. Same as above.
CRIMINAL_TYPE1 and TYPE2: Type 1 and 2 attack eachother on sight, as if they where affiliated to different gangs, as far as i recall. Aside from that they act identical to CRIMINAL.
DUMMY: Nothing special noted. I recall they get used alot in the official missions, perhaps? Probaly also uses default car-attacking behaviour.
TANK_DRIVER: Nothing special either, i think. Perhaps the game uses this for the tanks that drive around during Wanted Level 6 which are not part of road blocks and will not fire at you.
ROAD_BLOCK_TANK_MAN: Automatically shoots nearest player when placed in a tank, without any extra input. Crashes the game if put into anything that isnt an Tank.
ELVIS and ELVIS_LEADER: Makes elvis noises. When 6 are killed of any setup (aka 3 ELVIS and 3 ELVIS_LEADER, for example), it will trigger the 'ELVIS HAS LEFT THE BUILDING!' bonus. Works with any setup as long as 6 are killed in a fast enough time. They flee a bit faster then the player can run. Untested if they can also run faster to engage in combat instead.
GUARD: Nothing special noted.
GUARD_AGAINST_PLAYER: Can hurt other peds of the same occupation unlike GUARD.
ARMY: Nothing special observed. Assumed to be more agressive, though. Attacks cars rather then pulling the target out, i think.
SPECIAL_GROUP_MEMBER: No clue if this does anything...
DRONE: Not tested. Probaly does nothing special though. Perhaps identical to DUMMY?
CARTHIEF: A ped assigned this occupation with MAKE_CHAR_DO_NOTHING will actually walk about and steal cars!
MUGGER: Never seems to actually attempt to mug anyone.
BANK_ROBBER: Probaly nothing special for this one.
REFUGEE: Same as above.
FIREMAN: Might be for bonus checks only. Unlikely that they will attempt to extinguish fires, as i believe they accuire a target to extinguish on spawn(aka when player blows up a vehicle), and if they somehow miss or never reach that target they will probaly just move on.
DRIVER: Probaly has no special use either, as most likely all dummy cars use DUMMY drivers?
I'll gladly update the list if anyone else has findings or if i find something.
Edit: On a side note, i did notice grenades thrown by enemy peds seem to explode just fine but the explosion itself acts like it never existed, no pushing force, no damage(didnt test that yet, tend to keep invul on). Though when you're above the grenade thrower, like on a box, the explosion does suddenly seem to push you away. Doesnt seem to work that way downwards though, i think.