I see two ways of doing this: editing the authority ped-stat, or giving all authority peds the weapon. Both ways are fairly simple but for the most part I'd suggest going with the first method unless you have a reason not to.
METHOD ONE: PEDSTATS
Open up "/Bully Scholarship Edition/Config/dat/pedstats.dat", you can view this file with any ol' text editor though notepad++ would be preferred in my opinion. You'll notice that there are different stats for various types of peds each with a set of values that are explained in the upper part of the file. Find "STAT_PF_BASIC_S", this is the prefect stat. Scroll enough to the right and you should find this:
100 unarmed -1 1 init unarmed -1 1 init unarmed -1 1 init unarmed -1 1 init
These values are described like this:
AT: Likelihood (n/100) of having a weapon
AU: Weapon slot 1: Type of melee/projectile
AV: Weapon slot 1: Amount of Ammo
AW: Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS
AX: "Weapon slot 1: Available after mission (use ""init"" to signify start of game)"
AY: Weapon slot 2: Type of melee/projectile
AZ: Weapon slot 2: Amount of Ammo
BA: Weapon slot 2: Selection weight for melee/projectile weapon
BB: "Weapon slot 2: Available after mission (use ""init"" to signify start of game)"
BC: Weapon slot 3: Type of melee/projectile
BD: Weapon slot 3: Amount of Ammo
BE: Weapon slot 3: Selection weight for melee/projectile weapon
BF: "Weapon slot 3: Available after mission (use ""init"" to signify start of game)"
BG: Weapon slot 4: Type of melee/projectile
BH: Weapon slot 4: Amount of Ammo
BI: Weapon slot 4: Selection weight for melee/projectile weapon
BJ: "Weapon slot 4: Available after mission (use ""init"" to signify start of game)"
Edit AT through AX like this:
100 cricket 1 100 init
You can find a list of weapon names in "/Bully Scholarship Edition/Objects/default.ide" if you'd like more weapons.
METHOD TWO: SCRIPTING
If you know how to make custom scripts, this is also something you could use, but if not do not worry about it.
In a LUA script (any script that you can get constantly running will work, STimeCycle.lur would be my personal choice), add this code:
function main()
-- Main loop:
while true do
-- Loop through all peds:
for i,ped in ipairs({PedFindInAreaXYZ(0,0,0,999999)}) do
-- Check that i is greater than 1 (since the first value returned by PedFindInAreaXYZ is a ped count and not an actual ped), that the ped is a prefect, and that they aren't already armed:
if i > 1 and PedGetFaction(ped) == 0 and PedGetWeapon(ped) ~= 357 then
PedSetWeapon(ped,357,1)
end
end
-- Wait:
Wait(0)
end
end
This should hopefully also open a few doors for experimentation yourself, you should be able to safely edit a majority of the stats in pedstats.dat, it can be pretty fun to play with. G'luck and happy modding.