For the complete documentation index, see llms.txt. This page is also available as Markdown.

Raid and Lockpick

Two pathways exist for getting into a locked property: a player breaking in with a lockpick, and a police raid using a battering ram.

🗝️ Player Lockpicking

A player on duty with a lockpick item in inventory can attempt to lockpick a property door:

  1. Walk up to the door's lock interaction.

  2. The lockpick minigame opens with a difficulty that scales by the property's Anti-Burglary Door upgrade level.

  3. Succeed → the door unlocks for a short window. Fail → the alarm event fires (see Alarm System).

Lockpick rules live in raid configuration:

Config.Raid.Lockpick = {
    RequireItem        = true,
    Item               = 'lockpick',
    RemoveItemAfterUse = false,
}

Set RemoveItemAfterUse = true to consume the lockpick on success.

🚓 Police Raid

A police officer (job in Config.Raid.PoliceJobs) can initiate a raid:

  1. Walk to the property's entry.

  2. Trigger the raid action from your dispatch tool of choice (target / context menu).

  3. If Config.Warrant.Enable = true, the officer must carry a warrant item.

  4. If Config.Raid.RequiredPolice > 0, enough officers must be on duty.

  5. A lockdown barrier (prop_barrier_work05) spawns at the entry while the raid is active.

🔨 Breach

If the door is locked, the officer breaches with the battering ram:

The breach minigame has fixed difficulty - it doesn't scale with door level (the door upgrade only affects player lockpicking).

⚠️ Owner-Online Requirement

Set to true to block raids when the owner is offline. Useful if you want to ensure raids only happen in active RP situations.

🚧 Lockdown

The barrier prop is removed automatically when the raid ends.

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