private void AddToGroup(Ped p) { if (!Exists(p)) { return; // check if the ped is valid } p.CurrentRoom = Player.Character.CurrentRoom; // required, or ped won't be visible when spawned inside a building p.WillDoDrivebys = true; p.PriorityTargetForEnemies = true; p.DuckWhenAimedAtByGroupMember = false; p.AlwaysDiesOnLowHealth = true; p.SetPathfinding(true, true, true); Weapon weap = Player.Character.Weapons.CurrentType; p.Weapons.FromType(weap).Ammo = 30000; p.Weapons.MP5.Ammo = 30000; p.Weapons.Select(weap); // activate same weapon as the one the player carries p.RelationshipGroup = RelationshipGroup.Player; p.ChangeRelationship(RelationshipGroup.Player, Relationship.Companion); p.CantBeDamagedByRelationshipGroup(RelationshipGroup.Player, true); group.AddMember(p); Game.DisplayText(group.MemberCount + " members in gang"); }