NullSect
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Docs / House Robbery / Overview

ns-houserobbery

House robbery for Qbox (QBCore / ESX through the bridge). At night an informant hands out a job, the crew drives to the house, picks or forces the front door, silences the alarm panel, searches the rooms without waking the people asleep upstairs, cracks the safe, carries the TV out to the van and sells everything to a buyer who changes his corner every few hours.

Features

  • Informant contracts — three house types (small apartment, apartment, villa) unlocked by burglar level, only at night, with a police requirement per type. The server picks the house; the crew gets the GPS.
  • Crews — invite players (target or /hrcrew); the whole crew works the same house in its own instance. Nobody joins after the door is open.
  • Front door — the lockpick minigame ("find the angle, turn the cylinder", the same lock as ns-carthief) or a crowbar: fast, but loud and neighbours notice.
  • Alarm panel — worn keys show the digits of the code, the order is the puzzle. Every guess lights one LED per digit. Too slow or too many wrong codes: the alarm goes off, the police get a report, a siren wails in the house and on the street, and it wakes everyone asleep (or keep it silent in the config).
  • Residents and noise — every noise happens somewhere and the sleepers hear it by distance: sprinting next to the bedroom is loud, a jog in the kitchen is not. A resident stirs first (the meter warns you); stay quiet and they fall asleep again, keep going and they wake up: they flee, call the police or fight.
  • Searching minigame — pull the drawer, swing the wardrobe or cabinet doors open, push the junk aside, lift lids and drag the valuables into your bag. Yanking and throwing things is loud. Drawers, wardrobes, kitchens and desks each have their own scene and loot table; a half searched spot keeps what is left.
  • Dial safe — stop the dial and listen: the click gets louder the closer the number. Cash and valuables.
  • Big items — TV, painting, microwave, speaker, PC carried by hand (no running, no jumping) and loaded into any trunk.
  • Unplug before you carry — the back of the TV, the PC's ports, the speaker terminals, the microwave's plug on a crowded power strip, the painting's hooks: pull every cable, press latches, turn screws loose. Yanking is loud, the wrong plug is louder; cables that are out stay out.
  • The buyer — our own fence. Rotating location (never on the map: the informant tells you after a job), prices that move with the location, a daily cap.
  • Police entry — once a house is reported, on-duty police / EMS get the door and can walk into the instance.
  • Open house — once the door is open anyone may walk in and rob for themselves (no XP, no job share).
  • Progression — burglar XP and levels; higher levels unlock the villas and make the minigames a little easier.
  • Works with ns-illegal (optional, automatic) — while the NullSect career runs, the Dark Tablet career level unlocks the house types, ns-illegal's house contacts give the same contracts, and every finished job earns career XP (the safe cracker gets extra). Without it the burglar level above is used.
  • In-game editor — /hredit: fly through an interior, click to place search spots, big items, the alarm panel, the safe and beds, drag the arrows to move them, pick the prop each one gets (or type any model). What you see in the editor is what a job spawns. Saved in the database at once, with undo.
  • Everything is configurable — every chance, time, price, threshold and amount is in config.lua.

Security

The server decides, the client only states intent. Lock angles, the alarm code and the safe combination never leave the server. Loot, cash, XP, noise, who wakes up, prices and the police alerts are all server-side. Every action checks the player's job, membership, instance, distance (server position) and the time it really took.

Requirements

oxmysql, OneSync. Recommended: Qbox, ox_lib, ox_target, ox_inventory. See INSTALLATION.md.

Documentation

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