3M House Robbery – Stealth Apartment Heists with Noise System & Dispatch
Bring immersive, configurable house robberies into your city with a fully framework- and inventory-bridged script. Players sneak into high-end apartments and vanilla shells, manage their noise level, and fight the clock before cops arrive.
Core Features
🎯 ESX & QB Autodetect
Auto-detects
es_extended,qb-coreorqbx-corevia a unified framework bridge.Uses native callbacks & player objects for both frameworks.
📦 Inventory Bridge (ox_inventory / qb-inventory)
Auto-detects
ox_inventoryorqb-inventory.Uses a shared
Inventorywrapper for:Adding items
Removing items
Checking if the player has an item
Item labels are pulled from inventory data (no hardcoding).
🎮 Pluggable Minigame System
One simple config controls which minigame library you use:
boii_minigameswire-cut minigame (boii_wire)ps-uicircle minigame (psui_circle)ox_libskill check (ox_skill)t3_lockpickintegrationBuilt-in fallback progress bar if nothing is installed
Configurable difficulty, timers, circles, keys, etc.
🕵️♂️ Stealth Noise System
Player generates noise based on movement:
Running / sprinting
Walking
Shooting / actions
Crouching reduces/decays noise.
Visible noise bar HUD at the bottom of the screen.
When noise passes the configured threshold:
House alarm is triggered.
Dispatch alert is sent to police (if enough cops are online).
🏠 Multiple House Interiors
Config-driven list of interiors:
GTA:O apartment IPLs (
apa_v_mp_*)Vanilla shells (
vanilla_1,vanilla_2,vanilla_3, etc.)
Weighted chance per house – script randomly picks a house based on your weights.
🧭 World Start Points
Configurable
StartLocationsin the world (doors, alleys, etc.).Player walks into radius, presses E to start a robbery.
Checks:
Required item in inventory (e.g.
lockpick)Minimum police online
Cooldown between attempts
🔍 Target Interaction (ox_target / qb-target)
Auto-detects
ox_targetorqb-target.Uses a target bridge:
Exit zone inside the house
Multiple loot zones per house interior
Each loot spot has a radius + per-spot item pool.
💰 Configurable Loot System
Per-house IPL loot configuration:
Each spot:
coords,radius,itemsEach item:
name,chance,min,max
Server-side roll:
Weighted random pick by
chanceRandom amount between
minandmax
Item label pulled from inventory for nice notifications.
Discord log for every successful loot (optional).
🚔 Dispatch Integration
Dispatch bridge supports:
lb-tablet(LB Tablet dispatch)tk_dispatchps-dispatchdispatch(Next Scripts)Or
nonefor no dispatch at all
Separate events for:
Break-in start (when the player starts / fails the minigame)
Alarm (when noise passes threshold)
Fully uses translation keys for titles/descriptions.
📢 Flexible Notification Bridge
Config.Notify = 'esx' | 'okok'Bridges:
ESX notifications
okokNotifyQBCore
QBCore.Functions.Notify
Falls back to GTA feed if nothing is available.
🌐 Multi-language Locales
Built-in
enandhrlocales inlocale/locales.lua.All texts are key-based (
L('key')), easy to translate or change.
🧾 Discord Webhook Logs
Optional Discord webhook for:
Robbery start logs (player + coords)
Loot logs (player, item label, amount)
Clean JSON embeds with timestamps.
Requirements
Required
framework
Optional / Supported
Frameworks:
es_extended,qb-coreInventories:
ox_inventory,qb-inventoryTarget:
ox_target,qb-targetNotify:
okokNotifyDispatch:
lb-tablet,tk_dispatch,ps-dispatch,dispatchMinigames:
boii_minigames,ps-ui,t3_lockpick
How it Works (Player Flow)
Player walks near a configured start location and presses E.
Script checks:
Has required item (e.g.
lockpick)?Enough police online?
Required item is consumed server-side.
Selected minigame is played (configurable provider).
On success:
Player is teleported into a configured interior (IPL).
Noise bar is visible and starts tracking movement.
Exit + loot target zones are created.
Player searches loot spots for configurable rewards.
If the player makes too much noise:
Alarm triggers and sends a dispatch call to police.
Player leaves the house via the exit zone and returns to streets.
Why 3M House Robbery?
Clean & modern architecture (shared bridges for FW/Inv/Notify/Minigame/Dispatch).
Everything configurable without touching the core code.
Works out-of-the-box on both ESX and QBCore servers.
Ready for production use, with Discord logging and full localization support.