[STANDALONE/QB/ESX/QBX/ND] Heists Creator (+12 Missions)

Nice script. The premade Missions are very cool and useful.

1 Like

Hey :raised_hand_with_fingers_splayed:

Update 1.3.0

  • Restructured main client code
  • Reorganized and removed some files
  • Fixed bug with doorsystem, certain doors were opening backwards
  • Moved code for briefing into separate file
  • Fixed issue with character limit in help notify
  • Added some missing lang messages
  • Changes in main configuration
    • Some few new settings for briefing and gas
    • Added more weapons to list
  • Item list (located in main cfg file):
    • New feature to create items with certain functionality
    • Added gas mask as first item, you can take it as example.
    • More items are on the way
  • Minigames
    • New lockpick minigame
    • Rewrite of safecracking to make code more optimized and readable
  • Scenes
    • Added new: ‘lockpick’, ‘safe_crack’, ‘safe_crack2’, ‘smash_case_necklace’, ‘smash_case_d’, ‘smash_case_e’, ‘smash_case_f’
  • Premade Heists
    • Some cleanup in the configs
    • Humane Labs
      • Added weapon fire pattern to full automatic (it makes the heist far harder)
    • Morgue
      • Added lockpick minigame and scene to first entry point
      • Added second action spot that is spawning safe, it comes with the new ‘safe_cracking2’ scene and minigame
  • And some other improvements and fixes that i don’t need to mention… :ok_hand:
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I knew this script was an good investment!! Great job, thanks for the updates, the item feature is interesting!! Also very happy about the new Lockpick minigame, just what I needed!! Top

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Thanks man i appreciate it :heart:

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Hey :raised_hand_with_fingers_splayed:

Update 1.3.3

  • Bags
    • New parameter for ‘require’ category to check bags: require = { bag = true }
    • All bags are defined in main cfg file. (shared/config.lua)
    • Bags are completely connected to all scenes with bag models.
    • Added as item/command, so you can put bag on yourself.
  • Gas
    • Increased damage and damaging interval (5hp every 3 seconds)
    • Added cough sounds and facial animations, when you inhaling gas
    • Added sound effect when you equip gas mask
  • Item list
    • Fixed item registration
  • Alarm
    • Added new function ‘ALARM’
    • You can play alarm sound on any location with certain duration.
  • Reworked teleport function
  • Scenes
    • Adjusted offsets of several scenes and effects
    • Reduced ending timer of few scenes (thermite, bomb etc)
  • Premade Heists
    • I’ve added the check for ‘bags’ to all checkpoints and action spots.
      • All checks are set to false as default for now, so if you want to check for ‘bags’ just make it true.
    • Submarine
      • Fire pattern for npcs was set to fully automatic
    • Pacific Bank
      • Added new ‘ALARM’ function, calling after finishing first checkpoint.
  • And some other improvements and fixes that i don’t need to mention… :ok_hand:
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can you add ND Core V2 support?

I will do that soon :ok_hand: @SmexyKoso

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Hey :raised_hand_with_fingers_splayed:

Update 1.4.0

  • Complete new bridge files (for framework, inventories and functions)
    • Check out bridge folder
    • Added support for ND Framework
  • Added complete auto-detection of supported scripts. (framework, inventory, dispatch, doorlock)
    • Comes with alert messages
  • Customised configuration again to make it more readable.
  • Languages are now stored into json files to make it more optimized + added some new missing messages (if you are good translator, feel free to help :ok_hand:)
  • Clean up of unused files/code and code optimalisation
  • Gas
    • Message when gas starts will show only to pre-defined jobs (police) from main configuration ( ex. Gas was released! (Pacific #1) )
    • Added sound effect when gas is released, only for nearby players.
    • Added tweaks for damage calculation and gas detection.
    • Added animation before you die on gas.
  • Added some tweaks to item list.
  • Scenes
    • Added new offset calculation! You may seen when you start some scene it will do little teleport glitch to calculate offset from main position, now i finally figured the math logic how to do it without teleport and it will put you right on the position instantly… ye i’m dummie lol
    • Added state bag
      • LocalPlayer.state.sceneActive
    • ‘type’
      • Added better animation sequence to make it more attractive.
  • Minigames
    • Added option to cancel drilling and laser minigames.
  • Premade Heists
    • Morgue and Submarine
      • Added IsDead check from bridge files (morgue/client and submarine/client)
    • Pacific
      • Added gas trigger, if someone touch the lasers.
      • Increased alarm duration from 60 to 300 seconds.
      • Adjusted offset of ‘type’ scene at action number 1
  • And many improvements and fixes that i don’t need to mention… :ok_hand:
4 Likes

Hey :raised_hand_with_fingers_splayed:

Update 1.4.4

  • Fixed character limits for text
  • Fixed functions ‘LOCK_DOOR’ and ‘UNLOCK_DOOR’
  • Fixed alarm synchronisation
  • Rework of 3D and 2D draw functions
  • Added support for rcore_dispatch
  • Added support for jaksam doors_creator
  • Added option to disable target system
  • Added new parameter for checkpoints/actions that allows you to set required time to interact with them.
    • Code example: require = { time = { min_hour = 6, max_hour = 20 } }
  • NPC
    • Added new ‘delete’ parameter into onEliminate category
      • Allows you to despawn NPCs automatically when they get killed
      • onEliminate = { delete = true }
  • New debug options (WIP)
    • Added dev tools menu /hdebug (it’s just a start…)
      • You can copy coords, stop showing 3d texts, check all available checkpoint/action/npc locations
      • NPC scanner: if you look on npc it will show all settings that are set for him
      • Optimalization of main loop
  • Reorganized/renamed few files in client and server folder
  • Premade Heists
    • Pacific
      • Laser function was moved into checkpoint num. 2
      • Action num. 1 will automatically lock if players touch the laser, adjusted in laser settings - LockActions = {1}
  • And many improvements and fixes that i don’t need to mention… :ok_hand:
1 Like

Can you add this minigame please? I think it is called mhacking many heist scripts using that minigame.

Hey,

I can’t tell at the moment… I’m kinda sticking with current minigames that will be evolving, but i’m planning to add option to insert your own minigames or any other minigames.

Hey :raised_hand_with_fingers_splayed:

Update 1.5.1

  • Huge optimalization, many parts were rewrited
  • Clean up of configs and reorganized files
  • Added support for:
    • codem_inventory
    • core_dispatch
  • Added discord logging
  • Improved debug mode
  • Fixed function IsWearingGloves
  • Added new parameter to door system: speed = 0.5
    • Allows you to change opening speed of door object
  • New synchronization through statebags for almost everything
  • Minigames
    • Some minigames have additional parameters for changing difficulty, timer etc… check docs
  • PolyZone category is now called Triggers
    • It was reworked completely, now it support polyzone type or certain location
    • Trigger can be set as one-time or infinite
  • Added Vangelico Heist
  • I kinda reworked the documentation, to make it more organized, so lmk how you like it.
  • And many improvements and fixes that i don’t need to mention… :ok_hand:
1 Like