Changelog — ns-houserobbery
0.7.0 — 2026-10-22
The alarm really goes off (#49). When the keypad's time runs out or the last code is wrong, a siren wails until the job ends:
- everyone inside the house hears it (police coming in too), players on the street near the door hear it fade with
the distance (
Config.Alarm.doorRadius, 35 m); it gets duller further away; - it wakes everyone asleep in the house (
Config.Alarm.wakeNoise; 0 keeps them asleep); Config.Alarm.siren = falsekeeps the old silent alarm (only the police report and the LED).- New config section
Config.Alarm(copy it into an edited config.lua; without it the alarm stays silent).
Fixed: /hredit turn ring seen edge-on (#2). With the camera level with the ring it could not be grabbed; it now
turns by how far the cursor goes along its near side (same fix as ns-animpos 0.3.4).
Debug: with Config.Debug the server also logs, once a second, what each resident has heard (stage, disturbance,
the wake / stir / settle marks, the meter), for tuning the noise in game.
0.6.0 — 2026-10-22
Unplug before you carry (#43). "Pick up" on a TV, PC, speaker, microwave or painting opens a new window first:
- TV: the back panel, a power cable plus one to three of HDMI, antenna (screwed in), optical, USB. PC: power, the monitor cable (thumbscrew) and network (latch) / USB / audio. Speaker: two spring terminals (press the clip, pull the wire), sometimes a power or audio cable. Microwave: its plug sits on a power strip next to other devices' plugs (follow the cord), held by a cable clip. Painting: lift both corners off their hooks.
- Drag a plug out along its cable; let go too early and it seats again. Latched plugs need the tab pressed first, screwed ones need two turns. Yanking, rattling a latched plug and pulling the wrong plug are noise; a cable pulled in a hurry right after the previous one is noise anyway.
- When the last cable is out the item is in your hands. Leave halfway and the cables that are out stay out, also for your crew. A resident waking up closes the window.
- Items without a rig in the config, or
Config.Features.Unplug = false, are picked up at once as before. - Real looking parts: every socket has its own shape (HDMI, USB, power, network with its gold contacts, the threaded antenna socket, DVI), the PC has a power supply and a metal I/O plate, the speaker real spring terminals, the microwave's cord runs through a hinged clip on the wall, the painting hangs on a wire over two brass hooks. Cables have weight: they sag, and a plug that comes out drops and hangs from its cable.
- New images for every scene and plug (optional; each part has its own drawing when an image is missing).
Walk away to finish. You no longer have to go back to the door for "Finish the job": once the whole crew is out of the house, 60 m away and nobody is carrying a big item, the job ends by itself (completed with loot, off without). The door option is still there to finish early.
Fixed: running and walking made no noise. The server measured the player's speed with a native that reads 0 for players in game, so only the search / unplug noise and landings were heard. The speed now comes from how far you moved between two samples: sprinting next to a bedroom wakes people again, the normal pace adds up slowly.
config.lua changes (copy them from the new file if you keep your own): Config.Features.Unplug, the new
Config.Unplug block, Config.Anims.unplug, Config.Contracts.leaveDistance / leaveCheckMs.
0.5.0 — 2026-10-22
Noise you can feel (#35).
- Every noise happens somewhere, and each sleeping resident hears it by distance: fully up to 4 m, a fifth from 14 m on, half from another floor. Sprinting next to a bedroom wakes people in a few seconds; the normal pace (W) is quiet, walking almost silent. Landing after a jump or a fall is a spike.
- The noise meter now shows how close the nearest sleeper is to waking, and flashes when the noise jumps.
Residents really sleep (#36).
- Fixed: the resident stood next to the bed instead of lying in it (the sleep animation was sent before the ped existed on your client, and nobody re-applied it). The ped is now frozen on the bed and every player inside shows it lying down, also after joining later or when the ped changes owner.
- New stage: a resident stirs before waking up (the meter says "Stirring!"). Stay quiet and they fall asleep again. Residents wake one at a time; one who wakes up shouts, which can wake a sleeper close by.
Search minigame (#37–#41). Search spots open a window instead of a progress bar:
- Drawer: seen from above, pull the handle and the drawer slides out. Wardrobe: swing the doors open, slide the shirts along the rail, lift shoe box lids. Kitchen cabinet: plates, cups, jars, pots and tins; lift the lids. Desk: papers on top, a small drawer underneath.
- Push the junk aside and drag the valuables into the bag. Yanking, slamming and throwing things is noise; taking something right after opening is noise too.
- A half searched spot keeps what is left, laid out the same way. A full inventory keeps the item in the spot (it used to be lost).
- A resident waking up closes the search window, so you are not stuck in it while they come at you. A dead resident never stirs, wakes or calls the police.
- New images for every scene and object (optional; each part has its own drawing when an image is missing).
config.lua changes (copy them from the new file if you keep your own):
Config.Noise:runSpeed/runPerSecond/searchremoved; new walk / jog / sprint speeds and rates,landing,near/far/farMul,floorHeight/floorMul,stirShare/settleShare/stirMul,wakeShout;decayPerSecond3,sampleMs500.Config.Search:durationMsreplaced bytimeMs(also the list of spot types), newquietMs,rushNoise,minTakeGapMs,noise(withlid),noiseCapPerOpen,maxPulses.minMsSharestays (the crowbar uses it).Config.Residents.watchMs,Config.Anims.stir.
Item icons: the last 8 icons (gold bar, diamond, TV, microwave, painting, speaker, PC, crowbar) are in
install/images/ — copy them to ox_inventory/web/images/.
0.4.2 — 2026-10-22
With ns-illegal:
- The informant's job cards show "Career XP" instead of the local XP number, because the career XP is what counts.
- "Career XP is on your Dark Tablet" only shows when ns-illegal really gave career XP. Over its daily limit or inside its cooldown the notice says so; when ns-illegal gave nothing the local XP number is shown.
- The safe cracker now gets the career
house_safeXP on every house type (it was missing on houses without local safe XP, e.g. the low tier). - The career is asked once per job board instead of four times.
Fixes from the review (#10):
- The fence's daily money limit survives restarts. It is now stored on the burglar profile (new columns
fence_day,fence_sold; created automatically, withautoMigrate = falserunsql/upgrade-0.4.2.sqlonce). - Walking away from the alarm keypad, the safe or a search spot now ends that minigame / search (the server checks the distance on every guess, listen and at the end of a search). The safe keeps the numbers already set.
- A test contract's safe only says what it would have given (it used to say "The safe is open: …" with items you did not get).
- The informant and the fence check for the player less often while you are far away (up to every 15 s), so they cost less while idle.
- Corrected comments and docs: the cooldown applies to every member, the custom dispatch signature is
custom(coords, kind, message), and only Renewed-Weathersync publishes the game time (the original qb-weathersync does not; then the server clock is used). - The safe's time limit is per attempt on purpose (documented); the noise of each listen is what limits trying.
config.lua: the Config.Integrations block now sits below Config.Police (it had split the police comment from its
table). Nothing to change in your config.
Confirmed in game (2026-10-22).
0.4.1 — 2026-10-22
- Fixed: "You are too far away" at the informant and the fence although the target option was shown. The
server now allows the distance the target itself reaches (zone +
Config.Target.distance). - Fixed: a big item dropped on the street could not be picked up again ("This is not your job", #34, broke in 0.4.0). Outside the house the crew, or the guest who dropped it, can take it again; nobody else can.
The informant fix is confirmed in game; the street pickup fix is tested offline only.
0.4.0 — 2026-10-22
- New: open house (
Config.Features.OpenHouse, on by default). Once a crew has the door open, anyone may walk in ("Go inside (the door is open)" at the door). A guest robs for themselves: search spots, the safe and big items go to their own inventory / vehicle, but they get no XP, no share of the job, no counters and no ns-illegal career XP. Police on duty still enter as emergency service. Test jobs (/hrtest) are never open. - Fixed: a big item fell out of the hands when leaving the house (#30). The prop in the hands now moves with the player into and out of the house, and the house door no longer counts as a fall while the street is loading.
- Fixed: after re-entering, a lost big item hung on the player as a stuck prop (#31). The server now deletes the prop in the hands itself whenever the item leaves them (drop, load, crash, end of the job).
The two carry fixes are confirmed in game. Open house is tested offline only (242 tests), not in game yet.
0.3.0 — 2026-10-21
- Works with ns-illegal (optional, automatic,
Config.Integrations.illegal). While ns-illegal runs:- the Dark Tablet career level unlocks the house tiers (
Config.Tiers[x].illegalMinLevel: low 0, mid 5, high 10) and sets the lock / alarm / safe bonus; the contract screen shows "Career level"; - ns-illegal's house contacts (e.g. the house tipster) open the same contract offers as the informant;
- a completed contract gives career XP to every member who went inside (by house tier) and to the safe cracker;
- players without a Dark Tablet name get the cheapest tier only, no career XP and one hint
(
Config.Integrations.unregisteredLowOnly).
- the Dark Tablet career level unlocks the house tiers (
- The local burglar XP keeps counting in the background; without ns-illegal nothing changes.
- ns-core 1.0.1 (Turkish letters in player text survive every server locale).
The ns-illegal link is tested offline only, not in game yet.
0.2.0 — 2026-10-21
- New: in-game point editor,
/hredit [interior](admin). Free camera, every point drawn with its marker and its prop (a sleeping resident on beds), left click selects a point or places a new one on the floor / table / wall under the mouse, arrows move it, the ring (R) turns it, the panel sets the search type, the big item and the prop. Saved at once in the database, Ctrl+Z undoes. Interior tabs; you are taken there and brought back. - New: a prop per point. Big items can use any model (the editor offers several TVs, microwaves, paintings,
speakers, PCs); panels, safes and search spots can get a prop too (keypad, safe ...), spawned in the house
during a job.
Config.Editor.models. - Fixed: a dropped big item hung in the air at chest height. It now stands on the floor in front of the player (the server only accepts a spot next to the player, else the feet) and keeps the player's facing.
- Changed: the default TV is smaller (
prop_tv_flat_03; it was the big wall TVprop_tv_flat_01). - Changed: an edited config point keeps its id (the database row moves it instead of replacing it).
- The config pickup points are rough guesses: place them with
/hredit(INSTALLATION step 7).
Tested offline (server logic, editor client with a frame-by-frame fake engine, NUI screenshots EN / TR at 1080p and 720p). The editor has not been used in game yet.
0.1.0 — 2026-10-21
First version.
- Informant contracts at night: three house types (small apartment, apartment, villa) with level locks, police requirement, house and player cooldowns.
- Crews: invite, accept, leave, kick; the crew shares the job; nobody joins after the break-in.
- Front door: lockpick minigame (from ns-carthief) or crowbar; neighbour witness reports.
- Instanced GTA interiors with crash recovery (a player who drops inside comes back at the house door).
- Alarm keypad ("worn keys" code, LED feedback), silent alarm.
- Sleeping residents, server-side noise, flee / call / fight behaviours.
- Search spots with loot tables, dial safe with cash and valuables.
- Big items carried by hand and loaded into a trunk.
- Rotating fence with moving prices and a daily limit; GPS hint after a completed job.
- Police / EMS entry to reported houses.
- Burglar XP and levels, admin tools (
/hrhouse,/hrpoint,/hrcontract,/hrtest,/hrfence,/hrreset). - English and Turkish.
Tested offline (server logic, client smoke tests, NUI screenshots). Not yet played in game.