NullSect
Systems nominal

Scripts / systems · v0.7.0

House Robbery

Night contracts, crews, alarm panels, sleeping residents, safes and a fence who keeps moving.

  • Qbox
  • QBCore
  • ESX

Features

  1. 01

    Contracts and crews

    An informant hands out night jobs by burglar level; the whole crew works the same house in its own instance.

  2. 02

    Quiet or caught

    Every noise has a place and sleepers hear it by distance. Stay quiet and they fall asleep again.

  3. 03

    Hands-on minigames

    Lockpick the door, solve the worn alarm keypad, search drawers by hand, listen to the safe dial.

  4. 04

    Big loot, real cables

    Unplug the TV or PC cable by cable, carry it out and load it into any trunk.

  5. 05

    In-game editor

    Fly through an interior and place search spots, big items, the safe and beds with arrows. Saved at once.

Requirements

Frameworks
Qbox, QBCore, ESX
Requires
oxmysql, OneSync
Works with
ox_lib, ox_target, ox_inventory, ns-illegal, ns-carthief
Version
0.7.0

Recent changes

Read the docs →

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 = false keeps 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 / search removed; new walk / jog / sprint speeds and rates, landing, near / far / farMul, floorHeight / floorMul, stirShare / settleShare / stirMul, wakeShout; decayPerSecond 3, sampleMs 500.
  • Config.Search: durationMs replaced by timeMs (also the list of spot types), new quietMs, rushNoise, minTakeGapMs, noise (with lid), noiseCapPerOpen, maxPulses. minMsShare stays (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/.

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