The
BONUS system has a parameter for
DAMAGE_TYPE which includes BY_PUNCH. It also lets you check by
character OCCUPATION and
gang_name.
So you can set the
BONUS to pass after a single gang character is punched. Use
STORE_LAST_CHAR_PUNCHED and recruit the stored character into your private gang with
ADD_EXISTING_CHAR_TO_GROUP.
Then start the
BONUS again to recruit the next random gang character.
Using
CHECK_CHAR_CURR_WEAPON on the player lets you see what they are carrying at any moment. A long, hard-coded list could
GIVE_WEAPON the same thing to all your private gang members.
There's a limit of 10 members in each of these private gangs, though? GTASA has a limit to gang size, too. In that game, set in 1992, you recruit by aiming at them and press a button. In the future, being initiated into a (probably quite short) life of crime is a bit more 'hands-on'.
Wishlist
We could do so much more in this space with multiplayer-friend
BONUS system. Many, many ideas I've had and seen on here become possible if we had that. The problem is it doesn't have a parameter to assign the
BONUS to a specific character: it's always the 'local player'.
History
I hacked ambient missions into GTA1 via
mission.ini using invalid negative line numbers to identify peds. It would choose the next civilian to be spawned on foot. Sometimes flicked between a various peds for a few seconds. Storing the car the player just stole was another way to trigger missions, a bit like the way GTA3 onwards do this for government vehicles for Vigilante, Paramedic and Firefighter missions.
Of course, GTA1 had RC Cars with bombs available as KILL FRENZY side missions, available at any time. GTA3 brought them back but it was only used during the storyline in GTAVC and GTASA, not available at any time. Even though you owned whole god-damn shop of RC equipment in GTASA...
The way GTA2 does it for buses and taxis is a precursor to the later games. It inspired me to try more advanced situations in GTA1.