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.