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:
Walk up to the door's lock interaction.
The lockpick minigame opens with a difficulty that scales by the property's Anti-Burglary Door upgrade level.
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:
Walk to the property's entry.
Trigger the raid action from your dispatch tool of choice (target / context menu).
If
Config.Warrant.Enable = true, the officer must carry awarrantitem.If
Config.Raid.RequiredPolice > 0, enough officers must be on duty.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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