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House Robbery
Entdecken Sie das ultimative FiveM-Hausraub-Skript! Verbessern Sie Ihr Rollenspiel mit nahtlosem Co-Op, dynamischen Stufen, vollständig synchronisiertem Loot, benutzerdefinierten Minispielen und Pfandhäusern.








Breathe new life into illegal roleplay on your server! Offer your players an immersive robbery experience with advanced mechanics, a co-op friendly structure, and a randomized loot system that highly increases replayability.
Main Features
- Dynamic House Tiers: Comes with 3 different house levels (Tiers) by default. Difficulty and loot quality vary based on these tiers. (Unlimited new tiers can be added via the config if desired).
- Seamless Shell Creation (Instancing): The interior of the robbed house is created in an isolated instance directly underneath the actual target house on the map. This prevents the feeling of being teleported to a random location and avoids performance drops.
- Multiplayer (Co-op) Support: You don’t have to do robberies alone! Multiple players can enter the same house simultaneously, loot together, and carry items as a team.
- Realistic Prop Carrying: Instead of magically stashing large items like TVs, microwaves, or paintings into an inventory, you carry them physically as a prop in your character’s hands with realistic animations.
- Randomized Loot Locations: Searchable and lootable spots inside the house spawn in different locations based on chance during each robbery. No two robberies are ever exactly the same!
- Advanced Loot & Pawnshop: An integrated pawnshop system where you can sell stolen valuables for cash, paired with a detailed loot pool containing a wide variety of items.
- Custom Minigames: Special and engaging mini-games that will challenge players when lockpicking doors, cracking safes, or disabling alarms.
- Integrated Police Alerts: Mistakes made during the robbery or actions like breaking windows will trigger detailed notifications to the police, keeping the roleplay atmosphere dynamic and alive.
Detailed House Tiers
- By default, there are 3 distinct house tiers, each featuring a completely different interior design and layout.
- The quality of the loot and the difficulty of the minigames scale dynamically based on the house level.
- Props, lootable objects, and specific loot tables for each house can be fully customized through the config file.
- You can easily add an unlimited number of new house tiers to the system.
- The required number of active police officers to initiate a robbery can be configured independently for each house level.
- In short, every single robbery mechanic and feature in the script can be individually tailored for each specific house tier.



Law Enforcement Access & Breaching
- Jobs defined as police or law enforcement within the script have the ability to enter the house interiors at any given time.
- This feature allows officers to actively breach the premises, clear the house, and directly intervene if they are responding to an ongoing robbery.

Breaking & Entering Methods
- There are two distinct methods available for players to break into a house.
- Method 1 (Lockpicking): Players can use a standard lockpick to bypass the lock on the front door.

- Method 2 (Card Slipping): Players can use a plastic card to slip the door latch and force it open. This specific method is exclusively available for Tier 1 and Tier 2 houses.


- Unique Minigames: Each of these entry methods features its own distinct and engaging minigame that players must successfully complete to gain access to the interior.
Server-Wide Co-op Access & Full Synchronization
- Once a player successfully unlocks a house door, the interior becomes completely accessible to every player on the server until the door locks again.
- Robbed houses are not restricted to the initiating player. The instance is opened to the entire server, meaning anyone can walk in.
- This feature allows multiple players to enter the same house simultaneously to cooperate and loot faster, or it can create opportunities for rival gangs to ambush the original robbers and steal their loot.
- 100% Synchronization: Every interaction and item inside the house is fully synced across all players. For example, if one player steals the television, it is instantly removed for everyone else, and no one else can steal that same television.
House Spawn Location
- The interior shell of the house is generated directly underneath the actual target location on the map.
- This ensures players are not teleported to a distant, random coordinate, maintaining high immersion and preventing performance stutters.
- Because the interior is spawned relatively close to the surface, proximity voice chat works seamlessly. Players inside the house can easily communicate with lookouts standing outside at the front door if they set their voice range to ‘shout’.

Interior Doors
- Houses can feature interior doors that lead to separate rooms or sections.
- These doors operate on a randomized system; they have a chance to spawn either open or locked.
- Players must successfully lockpick any locked interior doors to gain access to the rooms and the potential loot hidden behind them.


Homeowner NPCs & Noise System
- Interactive Noise Level: Every action you perform inside the house generates noise, which gradually increases the overall noise level indicator.
- Sleeping Homeowners: When a house robbery is initiated, there is a chance that NPC homeowners will be found sleeping in their beds.
- Hostile Awakenings: If players are careless and allow the noise level to reach 100%, the sleeping NPCs will immediately wake up and become hostile, actively attacking the intruders.
- Customizable Threat: The weapons wielded by these awakened NPCs can be fully customized and adjusted via the config file.



Looting Mechanics & Features
- Searchable Furniture: Players can search the insides of various furniture pieces, cabinets, and containers found throughout the house.
- Directly Stealable Objects: Specific household items and appliances, such as microwaves and irons, can be stolen right off the counters.
- Heavy Item Transport: Large objects cannot be magically stashed in an inventory. They must be physically carried out of the house and loaded into a getaway vehicle.
- Valuable Paintings: Players can cut out and steal expensive paintings hanging on the walls.
- Crackable Safes: Hidden safes can be found and cracked open for high-value rewards.
- Diamond Display Cases: Exclusive to Tier 3 houses, players might encounter highly valuable diamonds secured inside glass display cases. A glass cutter is required to carefully slice through the glass and retrieve the gem.
- Dynamic Spawn Chances: Every interactable or lootable object in the house operates on a probability system. When you initiate a robbery, items like paintings, irons, or jewelry boxes are not guaranteed to spawn. If a player is extremely unlucky, they might break into a house that has absolutely nothing to loot.














Pawnshop System
- Players can sell the stolen goods and valuables acquired from house robberies at these dedicated shops.
- You can easily create multiple pawnshop locations across the map.
- If desired, you can configure different locations to accept only specific types of stolen items, allowing you to create a dynamic black market economy where players must visit different buyers for different goods.
- Fluctuating Prices: The payout for stolen items changes randomly every hour within a customizable price range set in the config, encouraging players to time their sales for the highest profit.

Security System
- Upon breaking into a house, there is a chance-based mechanic that may trigger an active security alarm.
- Players must successfully disable the security system within a specific time limit. Failing to do so will automatically send an alert to the police.
- Making any mistakes or failing the minigame while attempting to disable the system will also result in an instant notification being sent to law enforcement.

Cooldown System
- After a house is robbed and the robbery concludes, the door to that specific house is locked.
- The location is placed on a cooldown for a customizable duration defined in the config file.
- Until this cooldown period fully expires, no player can attempt to rob that same house again.
- Personal Player Cooldowns: In addition to the location cooldown, players have their own individual cooldowns. Once a player successfully robs a house, they are restricted from robbing any other house for a set period of time (e.g., 30 minutes). This duration can also be adjusted in the config file.


Tool Durability & Item Requirements
- Tools required for picking doors, cracking safes, or cutting out paintings are not single-use items.
- They feature a durability/usage system. For instance, a lockpick comes with 5 uses by default; successfully unlocking a door simply reduces its total usage count by 1.
- This multi-use mechanic applies to all other specific tools needed for various interactions inside the house.
- If preferred, this entire usage system can be completely disabled via the config file.

House Location Informant (NPC)
- A dedicated NPC is available for players who do not know the locations of robbable houses or are actively looking for a target that has not been robbed yet.
- By default, players can pay $500 to this NPC to receive the exact location of a random, available house. This interaction comes with a 30-minute cooldown.
- Both the monetary cost for the information and the cooldown duration can be easily adjusted through the config file.


Requirements
- tgiann-core (free)
- ox_lib
- ESX, QB, QBOX
