Updated to 2.9.8n:
mrp-missions-2.9.8n.zip (193.0 KB)
Added a ‘hostile ambient ped’ setting (Config.HostileAmbientPeds), which when set to 1 or 2 arms and makes all the ambient peds hostile to the players during missions. Its sort of like a ‘riot’ mode, except the peds are more focused on the players. When set to 1 there will be minimal infighting, when set to 2 there will be some more infighting, but eitherway the player peds are targeted primarily. Setting it to 3 makes it more like a true ‘riot’ mode where virtually all the ambient peds will fight themselves as well.
Peds are armed mostly with melee weapons and pistols, but can have smgs, assault rifles, rpgs etc…
On foot ped weapons are configured via Config.RandomHostileZoneWeapons
Vehicle ped weapons are configured via Config.RandomHostileZoneVehicleWeapons
Vehicle peds will have a 1 in 2 chance of staying in the vehicle to do drive bys if they have a weapon they can do drive bys with, else they will get out to fight.
This has been tested in MP as well, and seems to work fine. I wanted to do hostile zones around missions where peds suddenly get violent, but it did not work like I wanted, until I changed global group relationships, which means it will be global instead. Hostile peds should be turned off or on, with a restart of the resource, and cannot be done per mission. But their weapons can be changed per mission. Credits to uranium who provided a simple way to do this on the thread Peds attack players, which I partly used.
Its recommended to play this with Crackdown mode (Config.SafeHouseCrackDownMode = true) enabled or some other buff like setting Config.DefaultPlayerMaxHealthAmount to a high amount along with regen on (Config.RegenHealthAndArmour = true).
It gets pretty crazy.
Here is a video and some screenshots during MP testing: