MRC House Robbery

MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery
  • MRC House Robbery

$23.99

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MRC House Robbery

Shell-based house robberies you build and tune in game. You don't need to hand-edit config files for placement: set up doors, loot, security and occupants from an admin panel, and every change saves live.

For your players

  • Break in: lockpick the door with a skillcheck. A failed attempt can break the pick, and some doors are left unlocked.
  • Threat meter: noise raises it. Sprinting, jumping, gunfire, getting spotted on camera, tripping lasers and stealing all add to it. When it hits 100%, the occupants wake up and call the police.
  • Occupants: homeowners may be asleep in bed (more likely at night) or awake. Crouch to sneak past them, or hold them at gunpoint to make them surrender. If the call goes through, the police get a dispatch alert.
  • Security:
    • Cameras that watch the room.
    • Laser tripwires that trigger the alarm when crossed and can be disabled.
    • Alarms that sound when you enter and can be heard from the street. Disable the keypad in time or dispatch gets called.
  • Loot:
    • Grab-and-go items.
    • Safes with a dial-cracking minigame (3 strikes sets off the alarm).
    • Paintings cut from the frame.
    • Heavy items (TVs, statues, PCs) for bigger payouts. Pairs with sleepless_inventory_addons itemCarry if you want players to visibly carry them.
  • Cooldowns per door: every entrance is its own robbery.
  • Police requirement: set a minimum number of on-duty police before a robbery can start.
  • Death inside: robbers who die in the house are moved out to the front door, or you can leave the body inside.

For you (admin panel, /houserobbery)

  • Create house presets from any shell, then add as many entrances around the map as you like.
  • Place stealables, decor, lasers, cameras, alarms and occupants inside the shell with a live placer: surface snap, position lock and gizmo rotation.
  • Tune loot chances, occupant behaviour, and each alarm's threat, duration, hearing range, prop model and sound.
  • Alarm sounds: built-in GTA alarms, your own .ogg/.mp3 files, or a custom audio bank.
  • Catalogs of shells, props, peds and animations. Loot templates fill themselves in when you place them.
  • Share codes: export your houses, doors and catalogs as a code another server can paste in and import, no restart needed.
  • Every change saves live, with no restarts.
  • Commands are renamable in the config if they clash with another script.

Included

  • 8 ready-made houses: furnished, with loot, occupants and security, built on the free K4MB1 starter shells.
  • Loot items: 30+ items with 256×256 icons, plus copy-paste item lists for ox_inventory and qb-core.
  • Language: every string, admin panel included, is in a locale file.
  • Open files: config, locales and bridge files are not escrowed.

Skillchecks

Uses whichever minigame your server runs: ps-ui, bl_ui, lation_ui, rm_minigames, t3_lockpick, xmmx_circlesgame, qb-skillbar, jim_bridge or Bagus lockpick. It detects one automatically and falls back to ox_lib's skillcheck if none is installed. You can also pick one in the bridge file.

Requirements

  • community_bridge: handles your framework, inventory, target and dispatch, so the script works on QBCore, Qbox, ESX and anything else the bridge supports.
  • ox_lib (also required by community_bridge)
  • K4MB1 starter shells (free) for the default houses. QBCore and Qbox already include them in qb-interior.