Rob armoured bank wagons or storm fortified locations across the frontier with this 2-in-1 script, featuring mounted convoys, dynamite breaching, NPC dialogues, strongbox inventories, jurisdiction based law alerts, and a full intel to robbery pipeline. Built for VORP and RSG.
Script Trailer
Tebex
Works on VORP and RSG
Load order: Mundis-Minigames(comes for free with M-Raids) β M-Raids
The minigames script currently includes 2(padlocks, and lockpicks) with 2 more planned for future updates (alarms and wirecutting)
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FULLY CONFIGURABLE
β’ Two completely independent systems: raids and bank wagons each with their own config file
β’ Toggle every feature per location: waves, turrets, dialogues, war wagons, law alertsβ¦
β’ Set per-route guard counts, horse models, NPC accuracy, health, weapons, and formation offsets
β’ Configure loot pools, chest contents, scatter radius, pickup animations, and access timers
β’ Control activation mode: Fence NPCs only, item only, or both
β’ Set jurisdiction-based cooldowns, law job lists, and min lawmen requirements
β’ Choose interaction type: native hold prompts or ox_target(completely optional)
β’ Six languages included out of the box: en, de, es, fr, pt, ru
For any questions or support, reach out to me on Discord
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KEY FEATURES
BANK WAGON ROBBERY
β’ Guarded stagecoach travels a configurable road route between towns
β’ Mounted convoy escorts ride in formation alongside the wagon
β’ Optional war wagon with gatling gun guards following behind
β’ On-foot wagon guards dismount and fight when the convoy is stopped
β’ Players must kill escorts before placing dynamite or outrun them entirely
β’ Dynamite placement uses a full animation sequence and configurable fuse time
β’ Explosion scatters money bags and gold bars across the ground
β’ 1β2 strongbox chests also spawn near the blast
β’ 4 pre-built routes included (Tumbleweed, Armadillo, Saint Denis, Valentine) add as many as you want
β’ Per-route blip, jurisdiction, cooldown, law requirement, and escort loadout
FENCE NPC SYSTEM
β’ Underground contacts scattered across the map
β’ Players bring Intel Folders (looted from raids) and exchange them for Bank Wagon Route Plans
β’ Multi-step NPC dialogue with animations and configurable lines
β’ Configurable required items, reward items, and trade amounts
β’ Activation mode: fence only, item only, or both, your choice
FORT & LOCATION RAIDS
β’ NPC defended static locations players storm and loot
β’ Sentries (static guards), patrols (moving routes), and reinforcement waves
β’ Optional vault mechanic players must place dynamite on the vault door before loot unlocks
β’ Optional alarm players can disarm to reduce law alert chances
β’ Optional mounted turrets defending key chokepoints
β’ Configurable access timer, loot chests unlock after a set delay or % of enemies cleared
β’ NPC contact starts the raid with optional multi-step dialogue and rejection lines
β’ Per-raid required items, job restrictions, and minimum law online checks
NPC COMBAT
β’ Guards, convoy riders, and war wagon crews each have independent accuracy, health, weapons, and combat movement settings
β’ Proximity trigger: NPCs only engage players who get close enough, not random passersby
β’ Hybrid server/client mode: server validates all NPC deaths with configurable kill-distance anti-cheat
β’ AI performance intervals configurable for high-ping servers
LOOT SYSTEM
β’ Ground scatter: money bags and gold bars fly out on explosion, placed properly on the terrain
β’ Strongbox chests: full VORP custom inventory, shared between players, weapons allowed
β’ Chest contents are chance-based and fully configurable per item
β’ Hold-prompt search animation before inventory opens
β’ Raid chests: stash inventory locked behind an access timer or a minigame
β’ Loot pools: standard, high-value, low-value, assign per route
β’ Ground loot auto-cleans up after a configurable delay
LAW ALERT SYSTEM
β’ Automatically notifies law enforcement players when a raid or robbery crosses a threshold
β’ Jurisdiction map: NARO, LSO, NHSO, WESO, USMO alerts route to the right law jobs
β’ Timing: exact trigger (raid start, dynamite placed, explosion, guards cleared) or random delay after a stage
β’ Map blip with configurable radius and duration shown to law players
β’ Per-raid and per-route override set different timing, jobs, or blip settings for any location
β’ Bank wagon alerts update with the last known position as the wagon moves
JURISDICTION SYSTEM
β’ Map divided into zones, only one raid or wagon active per zone at a time
β’ Per-zone cooldowns, independent for raids and wagons
β’ Prevents stacking events in the same area
ADMIN TOOLS
β’ /m_startraid β Force-start any raid by key name
β’ /m_startbankwagon β Force-start any wagon route by number
β’ /m_endraid [id/location/all] β End one or all active raids
β’ /m_endbankwagon [id/all] β End one or all active wagons
β’ /m_resetcooldown [jurisdiction] β Reset cooldowns globally or per zone
β’ /m_raidstatus β List all active raids and their state
β’ All commands usable from the server console with configurable permission requirements
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REQUIREMENTS
VORP Core + VORP Inventory
or
RSG Core + RSG Inventory
Mundis-Minigames (free companion resource)
ox_target optional native hold prompts work without it
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WHATβS INCLUDED
β’ Two config files raids and bank wagons, cleanly separated
β’ 4 ready-to-go bank wagon routes and 12 raid locations with the ability to add as many as you like or remove those
β’ 6 locale files (en, de, es, fr, pt, ru) add your own language by copying one
β’ No SQL required all state is runtime only
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Give your criminals a full criminal pipeline raid the forts for intel, sell it to a fence, get the route plans, intercept the wagon, blow it open, and make off with the gold before the law arrives.
| Code is accessible | Configs only |
| Subscription-based | No |
| Lines (approximately) | 4000 lines of optional config |
| Requirements | VORP or RSG |
| Support | Yes |










