Parameters
This documentation explains all the parameters available for configuring heists in the system. Each parameter is explained with its purpose, data type, and examples.
Basic Configuration
The top-level configuration of a heist defines its fundamental properties.
name
String
The display name of the heist shown to players
Timer Settings
Timer settings control the cooldown and duration of the heist.
timer.time_to_finish
Integer
Maximum time in minutes players have to complete the heist
timer.cooldown_timer
Integer
Time in minutes before the heist can be started again
timer.group
String
Optional group name for shared cooldowns between heists
Police Requirements
Defines how many police officers must be online for the heist to start.
police.required
Integer
Number of police officers required to be online
Blips
blips[n].label
String
blips[n].coords
Vector3
blips[n].sprite
Integer
blips[n].colour
Integer
blips[n].alpha
Integer
blips[n].scale
Float
Door System
The built-in door system for controlling vault doors and other special door objects.
door_system[n].coords
Vector3
3D coordinates of the door
door_system[n].render_id
Integer
ID of the render point this door belongs to
door_system[n].heading.open
Float
Door heading when open (in degrees)
door_system[n].heading.closed
Float
Door heading when closed (in degrees)
door_system[n].speed
Float
Optional: Speed of the door animation (default: 0.5)
door_system[n].door
Hash
Model hash of the door object
door_system[n].open
Boolean
Whether the door starts open
On Reset Options
Actions to perform when a heist resets after completion or failure.
on_reset.doorlocks
Array
Array of door IDs to lock when the heist resets
on_reset.functions
Array
Array of functions to call when the heist resets
Render Points
Render points define areas where heist components are active and visible.
render_points[n].zone.pos
Vector3
Center position of the render zone
render_points[n].zone.type
String
Shape type: 'sphere' or 'box'
render_points[n].zone.radius
Float
Radius of sphere zone (if type is 'sphere')
render_points[n].zone.size
Vector3
Size of box zone (if type is 'box')
render_points[n].zone.rotation
Float
Rotation of box zone in degrees (if type is 'box')
Stages and Interactions
Stages define the sequential progression of a heist, with each stage containing interaction points.
Stage Configuration
render_points[n].stages[m]
Table
Stage with index m containing interactions
Interaction Configuration
render_points[n].stages[m][o].zone
Table
Interaction zone configuration
render_points[n].stages[m][o].require
Table
Requirements to interact with this point
render_points[n].stages[m][o].scene
Table
Animation scene to play
render_points[n].stages[m][o].minigame
Table
Optional minigame configuration
render_points[n].stages[m][o].object
Table
Optional object to spawn at this location
render_points[n].stages[m][o].on_start
Table
Functions to call when interaction starts
render_points[n].stages[m][o].on_complete
Table
Functions to call when interaction completes
Interaction Zone
zone.a_type
String
Type of zone ('box_zone' is standard)
zone.label
String
Text displayed to the player for interaction
zone.pos
Vector4
Position (x,y,z) and heading of the interaction
zone.distance
Float
Maximum distance for interaction
zone.qb_target
Table
qb-target compatibility settings
zone.ox_target
Table
ox_target compatibility settings
Requirements
require.custom()
Function
Custom function, return true/false
require.job
String
require.time.min_hour
Integer
require.time.max_hour
Integer
require.armed.weapon
Hash
require.armed.type
String
require.item
Table
Single item required for interaction
require.items
Array
Multiple items required for interaction
require.bag
Boolean
Whether a bag is required (true) or prohibited (false)
Progressbar
progressbar.time
Integer
progressbar.label
String
progressbar.canCancel
Boolean
progressbar.dict
String
progressbar.anim
String
progressbar.flags
Integer
Animation Scene
scene.name
String
Name of the predefined animation scene
scene.offset
Vector3
Optional position offset for the animation
scene.pos
Vector3
Optional absolute position for the animation
scene.rot
Vector3
Optional rotation for the animation
Minigame
minigame.name
String
Name of the minigame to play
minigame.difficulty
Integer
Works for 'lockpick' and 'small_drill'
minigame.speed
Float
Works with 'datacrack'
minigame.time
Integer
Works with 'blocks' (seconds), 'fingerprint' (seconds), 'fingerprint2' (minutes)
minigame.lives
Integer
Works with 'fingerprint'
Object
object.model
Hash
Model hash of the object to spawn
object.delete
Boolean
Whether to delete the object after interaction
Callback Functions
on_start.functions
Array
Functions to call when interaction starts
on_complete.functions
Array
Functions to call when interaction completes
on_complete.rewards
Table
Rewards to give when interaction completes
NPC Configuration
NPCs can be configured globally or individually for each heist.
Global NPC Settings
npc.guards_friendly_with_police
Boolean
Whether guards and police are allied
npc.global_settings
Table
Default settings for all NPCs
npc.peds[n]
Table
Individual NPC settings
Individual NPC Settings
npc.peds[n].pos
Vector4
Position and heading of the NPC
npc.peds[n].skin
Hash
Model hash of the NPC
npc.peds[n].stage
Integer
Stage when this NPC spawns
npc.peds[n].relationship
nteger
Relationship with player (0-5)
npc.peds[n].blip
Boolean
npc.peds[n].bloody_clothes
Boolean
npc.peds[n].random_clothes
Boolean
npc.peds[n].walk_style
Boolean
npc.peds[n].animation
Table
Animation or scenario for the NPC
npc.peds[n].walk_around
Boolean
npc.peds[n].patrol
Table
Patrol route configuration
npc.peds[n].weapon
Hash
npc.peds[n].firing_pattern
Boolean
npc.peds[n].combat_range
Integer
npc.peds[n].combat_movement
Table (min, max)
npc.peds[n].combat_ability
Table (min, max)
npc.peds[n].weapon_accuracy
Table (min, max)
npc.peds[n].always_fight
Boolean
npc.peds[n].find_target
Boolean
npc.peds[n].hearing_range
Float
npc.peds[n].seeing_range
Float
npc.peds[n].alertness
Integer
npc.peds[n].highly_perceptive
Boolean
npc.peds[n].fire_resistance
Boolean
npc.peds[n].disable_headshot
Boolean
npc.peds[n].disable_speaking
Boolean
npc.peds[n].disable_weapon_switch
Boolean
npc.peds[n].disable_events
Boolean
npc.peds[n].disable_ragdoll
Boolean
npc.peds[n].on_death
Table
This parameter is incompleted
Relationship Settings
0
Companion - Will help the player, never attack
1
Respect - Treats the player with high respect
2
Like - Generally positive toward the player
3
Neutral - Ignores the player, neither helping nor attacking, unless you aim on npc
4
Dislike - Will be hostile if provoked
5
Hate - Will attack on sight
Patrol Routes
patrol.name
String
Unique name for this patrol route
patrol.anim
String
Animation to use between points
patrol.wait
Integer
Wait time in milliseconds at each point
patrol.positions
Array
Array of Vector3 positions to patrol
Vehicle Configuration
Vehicles can be spawned as part of a heist.
vehicles[n].pos
Vector4
Position and heading of the vehicle
vehicles[n].model
Hash
Model hash of the vehicle
vehicles[n].locked
Boolean
Whether the vehicle is locked
vehicles[n].freeze
Boolean
Whether the vehicle is frozen in place
vehicles[n].stage
Integer
Stage when this vehicle spawns
Reward System
Rewards can be given for completing interactions.
rewards.limit
Integer
Optional maximum number of rewards to give
rewards.items
Array
Array of possible item rewards
Item Rewards
items[n].name
String
Name of the item to give
items[n].chance
Integer
Percentage chance of receiving this item (0-100)
items[n].amount
Array/Integer
Amount to give, either fixed or range {min, max}
Function Calls
Functions are used in on_start
, on_complete
, on_death
, and on_reset
to trigger specific actions.
Common Functions
start_timer
None
Start the heist timer
unlock_stage
stage_id
Unlock the specified stage
unlock_render_zone
render_id
Unlock the specified render zone
doorlock
door_id
, locked
Lock or unlock a door
door_system
index
, open
Open or close a door in the door system
police_alert
preset
Alert police with a preset notification
alarm_start
pos
, duration
Start an alarm at the position for duration in seconds
alarm_stop
None
Stop all alarms
laser
preset_id
, toggle
Toggle laser system on/off
gas
preset_id
, toggle
Toggle gas system on/off
set_ai_relationship
relationship
Set NPC relationship with player
update_model
coords
, radius
, model
, newModel
Replace one model with another
restore_model
coords
, radius
, model
, newModel
Restore replaced model
restore_all_models
None
Restore all replaced models
notify
text
, type
, time
Show notification to player
lock_interaction
stage_id
, index
Disable an interaction point
Event Calls
Events can be used to trigger custom client or server scripts.
type
String
'event'
event_type
String
'client' or 'server'
name
String
Name of the event to trigger
params
Table
Parameters to pass to the event
Vector Types
vector3(x, y, z)
or vec3(x, y, z)
3D position
vector4(x, y, z, heading)
or vec4(x, y, z, heading)
3D position with heading/rotation
Tips
Plan your heist flow before writing configurations
Test thoroughly at each stage of development
Use the examples as templates
Remember that stages must be unlocked sequentially
Double-check coordinates and headings
Always include at least one reward for players
Use meaningful relationship values for NPCs
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