33 small-time crimes for FiveM — on the props, porches, parked cars and people already on your server, every one checked and rolled on the server.
Preview video: YouTube
Standard Edition ($12.49, escrow): Tebex
Source Edition ($22.49, source-accessible): Tebex
Discord: discord.gg/Gddp689Ch2
Crime for the hours between the heists.
Most crime scripts hand your players a couple of big jobs and leave the city around them empty. tri-pettycrime fills it in. Letterboxes, parking meters and AC units on the street. Parcels on porches, tips in the jar, bikes on the rack. Batteries, wheels and catalytic converters off parked cars. Wallets, bags and phones off the people walking past. 33 small crimes, each with its own tools, minigame, loot and risk, all done with the target eye on things that are already in your world.
The world shows it. A pried vending machine swaps to an open model and spills its stock, a stolen sign leaves a bare post, a car missing a wheel sits on its hub, and every player sees it until it resets on its own. Nearby people notice, and some of them call it in. Nothing is decided on the client: every crime is checked and rolled on the server. No database.
Runs on QBox, QBCore and ESX, with ox_inventory or qb-inventory and ox_target or qb-target, all picked automatically. Ships with 116 custom props in its own asset pack.
Map props. You work on a prop that’s already in the world. It swaps to a used model for everyone, then resets.
- Letterboxes — go through the mail.
- Parking meters — pry the coin vault.
- Vending machines — pry the service door. Soda, water and snack machines each have their own loot, and the product spills out in front.
- Postboxes — force the door for mail bundles.
- Utility boxes — pry the cabinet, then cut out the copper. Botch the cut and you take a shock.
- AC units — three stages: the panel, the copper lines, then the compressor.
- Toolboxes — tools and scrap.
Street & work sites.
- Street signs — unbolt the sign and carry it off. The bare post stays behind.
- Road cones and barriers — take them, then put them back down anywhere: a see-through preview follows your aim, scroll turns it,
Esets it down. Cars knock placed ones over. - Generators and cable spools — strip them for copper.
- Tool chests and scrap piles — tools and metal.
Spawned spots. The script puts props at spots and players steal them.
- Porch packages — five parcel sizes, from a small mailer to an insured parcel. 22 front doors ready out of the box.
- Commercial deliveries — drink cases, food and supply cartons and electronics at back doors and loading bays.
- Tip jars — players leave real cash tips and the jar fills up. Steal it and you get exactly what was in it.
- Laundromats — the change machine’s coin box, the washers, the laundry bags.
- Locked bikes — rack, lock and bike spawned together. Chains, U-locks and cable locks; cut them with bolt cutters, or pick the U-lock.
Parked cars. Everything sits under one target option, Mess with the car, filtered by the part you aim at.
- Smash and grab — one parked car in four has a bag on the seat. The alarm can go off.
- Battery — the car won’t start without it.
- Stereo — the radio stops working.
- Tyre slashing — now and then the tyre bursts in your face and knocks you down.
- Brick on the pedal — whoever starts the car next finds the pedal stuck. Press
Fto bail and it keeps going on its own. - Catalytic converter — slide under and cut it out with an angle grinder. The car sounds rough afterwards.
- Fuel siphon — into a jerry can.
- Licence plates — unscrew one and fit it to another car. The car’s own plate comes back when the stolen one comes off.
- Wheels — jack, wheel nuts, wheel. The bare hub stays behind. Alloys from most cars, steel wheels from vans and work trucks.
People. Ambient pedestrians only — never players, shop staff or another script’s peds.
- Pickpocketing, mugging at weapon point, bag, phone and jewellery snatching. They might hand it over, refuse, run or fight back. Once robbed, they can’t be hit again.
Shoplifting. Pocket products in 24/7s, LTDs and liquor stores. Small goods vanish from the shelf. Every theft makes the store warier, until the staff won’t let you near the shelves.
Stolen goods you open later. Parcels, cartons, cases, handbags, wallets, mail and copper bundles, laundry bags and tip jars go in your inventory. The loot is rolled on the server when you open them.
- Server-authoritative, start to finish. Every crime starts with a server check — your position, your tools, cooldowns, on-duty police and the target — and ends with a single-use token and a timer check, so it can’t be skipped, repeated or faked. The server rolls the outcome and the loot.
- Six Tri minigames. Pry, cut, bolt cut, bolts, grab and siphon prime, following the shared
tri:themesetting used across the Tri Studios suite. Lose and the attempt is botched. Winning can’t beat the server’s roll. - Tools that wear out. Most crimes need one. Tools lose durability with every use and some can break.
- Witnesses. Nearby NPCs notice, shout, run, confront you or fight — and some of them call it in.
- Victims react. Every people crime has its own reactions, chases included.
- Police alerts. Reports reach police after a delay, at a blurred spot near the crime. Auto-detects
ps-dispatch,cd_dispatch,lb-tablet,rcore_dispatch,qs-dispatchandtk_dispatch, falls back to theqbx_police/qb-policejobalert, plus acustomslot. - Heavy loot is carried. Signs, batteries, wheels, big parcels and cones go in your hands: no sprinting, jumping, driving or fighting until you drop them or put them in a trunk. Everyone sees what you’re carrying.
- One synced world. Swapped props, car damage, wheels and plates sync to every player and reset on their own.
- Built not to be farmed. Per-crime cooldowns tied to the player’s license, a rolling attempt budget across every crime (15 per 10 minutes by default), and script-spawned cars like rentals and job cars are refused.
- On-duty police stay police. They can’t commit crimes (configurable), but they can pick up placed cones, open stolen goods and take a brick off a pedal.
- No database. Nothing to install, nothing saved. Targets and cooldowns start fresh on restart.
How a crime plays out
- Aim the target eye at a parking meter and pick Pry open the coin vault.
- Before anything opens, the server checks your position, your tools, your cooldown and the meter itself.
- The pry minigame runs. Lose it and the attempt is botched.
- Win it, and the server checks the single-use token and how long it took, then rolls the loot.
- The meter swaps to its forced model for every player on the server.
- Someone across the street saw you. They shout, they run — and maybe they report it.
- After a delay, police get an alert near the meter, not on it.
- Later, the meter resets on its own, ready for the next one.
Every crime, every behaviour:
- Every crime on or off with its own
enabledswitch - On-duty police needed per crime (or none), player cooldown, reset time and lockout after a botched attempt
- Methods per crime — duration, success chance, minigame and difficulty
- Tools per method — wear per use and break chance
- Weighted loot pools per crime, prop model or variant
- Witness notice and report chances; dispatch chance, delay, code, title and message
- Framework
'auto'— picks QBox, QBCore or ESX - Pay cash loot as an item (e.g.
black_money) instead of clean cash - Which jobs count as police, and blocking on-duty police from crimes
- Dispatch system, alert blur radius and which jobs get alerts
- Attempt budget — max attempts per player inside a time window
- Your own spots for porch packages, deliveries, tip jars, laundromats and bikes — how many fill at once, respawn and lifetime
- Cone and barrier limit per player, and how long they stay down
- Blocked vehicle classes and models, whether players’ own cars can be hit, bag chance, sub-menu or flat options
- Which peds carry handbags or jewellery, victim reactions, which weapons count for a mugging
- Shoplifting store zones, heat per store and shelf loot per product
- Carry prop and hand position per item
- All player-facing text in
locales/en.json
config/, locales/, bridge/ and installation/ stay editable on the Standard edition, so you can customise without re-buying. The bridge files hold every framework, inventory, target, dispatch, key and fuel call.
Admin tools (ace-gated, tri-pettycrime.admin):
/pcplace— place spawn spots live, in game. The spot works straight away and its config line lands on your clipboard to paste intospots.lua./pcfind <crime>— routes you to the nearest target for a prop or spot crime./pcreset [radius]— resets used targets and cooldowns, everywhere or around you./pcgame <name>— try any of the six minigames./pcwhy— prints to F8 why each car option shows, or doesn’t, on the nearest car.
Measured via in-game resmon:
| State | Client CPU |
|---|---|
| tri-pettycrime running in game | 0.00 ms |
- Spawned spots and swapped props load by distance with
ox_libpoints — only what’s near you exists. - Per-frame loops only run while something is happening (carrying loot, a bricked car, placing a cone). Idle loops sleep 0.5 to 1 second.
- World changes are sent when something changes, not on a tick. Late joiners pull the current state once.
- The NUI only opens for a minigame.
What’s included
- Full tri-pettycrime resource (Standard edition: Escrow-encrypted, with
config/,locales/,bridge/andinstallation/left editable viaescrow_ignore; Source edition: full unencrypted source under the Tri Studios Community License — no resale, fork-friendly) tri-pettycrime-assets— 116 custom props: the opened, forced and stripped models, parcels, locks, bags and the rest- 43 ready-made item definitions for
ox_inventoryandqb-inventory, plus the image filename list - 22 porch package front doors placed out of the box
README.mdandINSTALL.mdwith the full install guide, config reference and known limitationsserver.cfgsnippet with the admin ace
Support
Bug reports, feature requests, and install help in the Tri Studios Discord. Source Edition buyers get priority support.
| Code is accessible | Standard: No (config, locales and bridges editable) · Source Edition: Yes |
| Subscription-based | No |
| Lines (approximately) | ~6,000 Lua · ~700 HTML/CSS/JS |
| Requirements | OneSync · ox_lib · tri-pettycrime-assets (included) · QBox, QBCore or ESX · ox_inventory or qb-inventory · ox_target or qb-target |
| Support | Yes |












