Markhor ATM Robbery
A nice quiet afternoon, the birds are chirping and the leaves rustle quietly through the trees. The perfect day to shake things up, slide your explosives into the ATM and make it rain money. Are you going to bankrupt the banks? Do you make the government tremble with fear? Blow up all the ATMs you see and become a multimillionaire in no time!
Experience it now with Markhor ATM Robbery.
Markhor Racing is for sale through our Tebex page: Markhor ATM Robbery.
How does it work?
Use the correct item while standing next to an ATM to start the robbery. Once the explosives are placed you will be told to walk away and the explosive will detonate.
Many things can happen at this point, for example, if the explosive fails, it will not go off. But it is also possible that an alarm is triggered or that a tracker is even placed in the money. As soon as the alarm is triggered, the emergency services receive a message.
After the explosion, a pile of money will lie on the floor in front of the ATM, which you can pick up. This must be done within an adjustable time, because you want to prevent the criminal from collecting it at a later time. You are also not allowed to go too far from the ATM during the entire robbery.
What do we have to offer?
RNG based system
All probability percentages are adjustable in the config, the following situations are possible:
- The robbery goes well, no alarm goes off and no tracker is placed. The robber can take the loot without anything happening.
- The explosive doesn’t go off. No alarm will go off and no tracker will be placed. The robber does not receive any loot because the ATM did not explode.
- The alarm will sound during installation. The police receive a report while the robber is placing the explosive. The explosive goes off but no tracker is placed.
- During the explosion, the alarm goes off. Exactly the same as the alarm when setting, but here the robber will have more time to get away.
- A tracker is placed in the money. An alarm goes off at the explosion, but as soon as the robber picks up the money, a tracker is on him. This tracker remains active for the set number of seconds, allowing the police to track its live location on the map.
Variable resource
There are many different parameters that can be set. To name a few:
- For realism, after picking up the money, the player is given a bag. The player only gets this if he didn’t have a bag on himself. If he had this, he keeps his original bag. The numbers that should be seen as a bag can be set per gender, and the bag that the person will receive can also be set.
- All players who are too close to the ATM at the moment of explosion die. This distance is in the config.
- The length that the robbery can last is a random number of seconds between two set values.
- Both the jobs that should be notified of the alarm and jobs that should not start the robbery can be set independently of each other.
- All the Markhor Bridge resources are supported
- Logging is possible through the bridge
- Server sided cooldown
- The reward that the player should receive is randomly determined between two different values. This can vary from money to items.
- By default, all Fleeca ATMs (name: prop_fleeca_atm) can be raided. It is possible to add or adjust additional ATM model names.
- Minimum number of required agents that must be online before a robbery can be initiated can be set.
- Of course, the different event names can also be changed.
- Current available language settings:
- EN | English
- NL | Dutch
Support
We offer high quality support, people are available every day for all your questions, comments and problems. We try to provide you with the right support as soon as possible.
And of course the most important, the footage: Markhor ATM Robbery [YouTube]
Code is accessible | No |
Subscription-based | No |
Lines (approximately) | 500 |
Requirements | markhor_bridge |
Support | Yes |