Vangelico Heist w/ IPL Zone

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SHOWCASE

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:gem: Vangelico Heist (Gas & Hack) — QBCore/ESX

Compatibility matrix

Framework: QBCore / ESX

Target: ox_target / qb-target / DrawText

Inventories: ox_inventory / qb_inventory / qs_inventory / origen _inventory

Dispatch: origen_police / cd-dispatch / qs.-dispatch / ps-dispatch / rcore-dispatch / sonoran

Fully Synced

Turn Vangelico into a cinematic, replayable heist with two distinct entry paths, server-authoritative smash sync, interior looting, rich FX, and drop-in integrations for the frameworks and inventories you already run.


Why servers love this heist

  • Two ways in (two metas):
    • Gas Approach — plant gas at the vent, fill the store with hazard clouds, DoT damage, gas mask support.
    • Door Method — keypad door hackcomputer hack → breach the back and loot.
  • Zero desync vitrines: when a case breaks, every client spawns the exact broken model using the same transform (position & quaternion) sent by the server.
  • Interior loot loop: animated crates (mini scene) + gold trolley (cash or items).
  • Configurable balance: police requirement, cooldown, rewards, items, minigame difficulty, damage ticks, particles.
  • Drop-in glue for inventories: ox_inventory, qb-inventory, qs-inventory, origen_inventory (+ ESX/QBCore fallback).
  • Pick your interaction: ox_target, qb-target, or no target (DrawText with “Press E”).
  • Dispatch ready: default / cd_dispatch / qs-dispatch / ps-dispatch / rcore_dispatch / Sonoran CAD.
  • Ops tools: /resetjewelry soft reset, /stats for top robbers & gangs; Discord webhook logs + optional SQL record.

System overview

1) Entry & flow

  • Gas: cinematic throw, persistent particle clouds, server GlobalState toggle, periodic damage, gas-mask whitelist.
  • Door: keypad scene with Progressbar / PIN / Cipher minigames. Computer hack unlocks loot & interior access.

2) Loot & economy

  • Showcases (smash): server enforces allowed weapons (toggle), randomized stash counts, configurable item pool.
  • Crates: per-crate state, scene-based looting, configurable rewards per crate.
  • Gold trolly: choose cash (account, min–max) or item rewards with chances.

3) Sync & reliability

  • Server authoritative: vitrines send the exact transform of the broken case to all clients; no “approx spawns”.
  • Zones are dynamic: targets appear only when relevant; removed on reset to keep client load minimal.
  • Gas FX lifecycle: particles created/cleared cleanly; DoT tick configurable.

4) Anti-exploit hardening

  • Optional server check for valid smash weapon.
  • Item checks for gas/door/computer steps (labels supported).
  • Police gating + cooldown (with human-readable time left in notifications).

Config & tuning (what you can control)

  • Required items per action (gas, door, computer) with custom labels.
  • Custom Minigame type (progressbar / PIN length & tries / Cipher rounds & time).
  • Police count, cooldown seconds, damage tick %, gas cloud radii/positions.
  • Vitrine item pools, min/max items, trolley reward cash/items.
  • Locales provided — add your own easily.
  • Target mode: ox-target / qb-target / drawtext.

Includes clean, commented config.lua and production-ready English locales.


Quick install (5–10 min)

  1. Drop the resource into your server (ensure it starts after framework & inventory).
  2. Pick one target (ox-target, qb-target or drawtext)
  3. Pick one inventory (ox/qb/qs/origen).
  4. Items & icons
  • QBCore: paste items in qb-core/shared/items.lua.
  • ESX: run the included SQL to add items to items table.
  • Place PNG icons in your inventory’s images folder.
  1. Edit config.lua → set InteractionType, Inventory, rewards, police, cooldown, dispatch.
  2. (Optional) Set the vangelico_webhook convar for Discord logs.
  3. Restart. Test with /resetjewelry. Try both Gas and Door routes.

What you get (files)

  • client.lua — cinematics, targets/drawtext, minigames, FX, vitrines/crates/trolley scenes.
  • server.lua — state machine, inventory glue (ox/qb/qs/origen/ESX/QB), dispatch hooks, logs, SQL.
  • config.lua — one place to tweak difficulty, rewards, items, locales, integrations.
  • html/ — PIN & Cipher NUI (styling + timings configurable).
  • images/ — item icons.

Performance

  • Event-driven; no hot loops when idle.
  • Target zones are added/removed on-demand.
  • FX & props are cleaned up on reset and resource stop.
  • Transform-based vitrines avoid extra raycasts and cut sync chatter.

Admin tools & logging

  • /resetjewelry — safe reset (respects cooldown).
  • /stats — top 10 robbers + robberies by gang (console + chat).
  • Discord logs — embed title, player/gang/method/time.
  • SQL — optional table to record robberies (citizenid/gang/method/timestamp).

FAQ

Can I run it without a target script?
Yes. Set Config.InteractionType = 'drawtext' and use the built-in “Press E” prompts.

How do I change minigame difficulty?
Switch the method (progressbar / PIN / Cipher) and tune length/attempts/roundTime/rounds in config.lua.

Does police need to be on duty?
QBCore supports on-duty checks; ESX counts connected officers by job (toggleable behavior).

Can players start Gas and Door simultaneously?
No. The first method started locks the other for that run to prevent collisions.

|-------------------------------------|-----------------------------|
| Code is accessible | No |
| Subscription-based | No |
| Lines (approximately) | 6000 |
| Requirements | QBCore / ESX |
| Support | Yes |

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