This feature can be activated through the interaction menu, is free to activate. Prior to Title Update 1.07 passive mode cost $100, but it was changed to $0 "so players could have more options with friends". As of Title Update 1.10, any player who kills a passive player who is not in a vehicle must now pay their hospital bills, and vice versa.
Passive mode is restricted to weapon use, so a player in passive mode is unable to acces their Weapon Wheel to access any of their weapons, and no other player can target the passive player with their weapons. Free aiming onto a passive player will result in an unpullable trigger. Explosive weapons will not damage a passive player's health even if they miss the player but explode close enough to have killed a player who is not passive.
Passive Mode will only be active while the player is on foot.
Entering a vehicle disables passive mode with no cooldown, since any vehicle can be used as a weapon to run over other players (and armed vehicles such as the Rhino, Buzzard, Annihilator and Lazer can be fired from by a passive driver). While inside a vehicle, you regain access to your weapon wheel and are able to shoot and get shot at and in the process, get killed. Your vehicle is not inmune to damage if you enter it in Passive Mode. Exiting a vehicle will immediately reactivate passive mode. If you shoot another player, then Passive Mode stops.
Conversely, a passive player on foot is also able to be killed by other players in vehicles by being run over or hit by aircraft (including helicopter blades). Medical expenses will be incurred by the vehicle driver in these circumstances.
- There is a 60 second cooldown between exiting passive mode and being able to re-enter passive mode.
- Exiting Passive mode starts a 10 second countdown during which the player is no longer passive and able to be targeted but is unable to access their own weapons, presumably to attempt to prevent griefing.
- Passive Mode is disabled if the player has a Bounty on his/her head.