using System; using System.Windows.Forms; using GTA; namespace TestScriptCS { // ### Spawn Bodyguards with the INSERT key, and kill them with the DELETE key ### public class BodyguardScript : Script { Group group; Model PedModel = "M_Y_BOUNCER_02"; public BodyguardScript() { Interval = 250; group = Player.Group; this.KeyDown += new GTA.KeyEventHandler(this.BodyguardScript_KeyDown); } private void BodyguardScript_KeyDown(object sender, GTA.KeyEventArgs e) { switch (e.Key) { case Keys.Insert: if (group.MemberCount < 3) { // limit to 3 members, to make sure that all fit in a car Ped p = World.CreatePed(PedModel, Player.Character.Position.Around(3.0F), RelationshipGroup.Player); AddToGroup(p); } break; case Keys.Delete: foreach (Ped member in group) { member.Weapons.RemoveAll(); member.Die(); } group.RemoveAllMembers(); break; } } 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"); } } }