Any way to stop NPCs in Sandy Shores from becoming agressive every time a player fires a gun?

Damn, this thread is still kicking?

Putting this in a client-side script should make the gangs stop attacking players.

local gangs = {
	`AMBIENT_GANG_HILLBILLY`,
	`AMBIENT_GANG_BALLAS`,
	`AMBIENT_GANG_MEXICAN`,
	`AMBIENT_GANG_FAMILY`,
	`AMBIENT_GANG_MARABUNTE`,
	`AMBIENT_GANG_SALVA`,
	`GANG_1`,
	`GANG_2`,
	`GANG_9`,
	`GANG_10`,
}

for _,gang in ipairs(gangs) do
	SetRelationshipBetweenGroups(0, gang, `PLAYER`)
	SetRelationshipBetweenGroups(0, `PLAYER`, gang)
end

While testing the above, I found that the Ballas on Grove Street wouldn’t even defend themselves. Also, oddly enough changing 0 to 5 made most of them run away in terror without me even doing anything to scare them.

Note that if you want to add or remove gangs/groups be sure to use the funky little backticks ` instead of normal quotes, as these denote a hash instead of a string, negating the need to run the GetHashKey() native and instead using compile time hashes. Also be sure to separate each group with a comma.

Edit:
Forgot to mention I’d gotten the list of gangs from Calm AI.