Built for jobs, heists, robberies, chop shops, tuning, garages, apartments,
control rooms, whatever needs a hack step that does not feel like a menu.

33 minigames, one export each. Untangle, wire matching, port scanner,
sliding puzzle, cipher wheel, vault combination, DNA splicer, spinner lock,
motion detector, CCTV sweep, laser grid, and 22 more. Every one returns a
boolean, so wiring it into your own job takes a single line.
Three placements, six hack types. Same minigame renders fullscreen, on
the player’s own tablet, on a wall-mounted tablet, on a closed laptop that
opens on E, or on a world monitor with the camera sliding in. Choose per
callsite or per hack point.
Sync-scene hack types. Fingerprint scanner ships with a USB and phone
scene, laptop hack ships with a bag, laptop and card scene. Player, world
props and camera all move together while the minigame plays.
In-game placement gizmo. /create_minigame spawns the prop in front of
you, opens a gizmo, drag it into place, click to confirm. Point is live
immediately and persisted to a plain Lua file that survives restart.
Admin gate with three modes. ACE, identifier whitelist (discord, license,
license2, steam, fivem, ip), or both. Discord-role-only setup is a two-line
change, no ACE required.
onSuccess and onFail hooks. Global defaults in cfg.lua, per-type
defaults on the hack type, per-point overrides in the saved list. Fire a
client event, a server event, an inline function, or all three, with any
arg list.
Keyboard input on props. Tablet and monitor placements accept real
keyboard input, so a minigame that reads letters works the same on a prop
as it does fullscreen.
Open where it matters. cfg.lua, data/saved_minigames.lua and
client/editable_client.lua sit outside escrow. Rewrite notifications, swap
the interact key, add your own hack type, or point the auto-save at a
different file, without touching protected code.


** **
** **

** **
Type
Surface
Networked
Feel
fingerprint
Fullscreen
No
USB + phone sync-scene
laptop
Fullscreen
No
Bag + laptop + card sync-scene
tablet
Player’s own tablet
No
Pop-out on E, minigame on tablet
tablet_wall
Wall-mounted tablet
No
Cam slides in, quad-render
laptop_open
Closed laptop opens on E
Yes
Anim + cam slide + minigame
monitor
World monitor
Yes
Cam slide + texture replace
Every type is a preset in cfg.lua. Adding a seventh is a config entry, not
a code change.
untangle, colorMatch, rhythmArrows, mathChallenge, pathTracing,
portScanner, dataStreamCapture, terminalHack, firewallBreach,
ipTracer, wireMatching, laserGrid, sequenceBreaker, vaultDrill,
packetInterceptor, cipherWheel, keycardReassembly, powerGrid,
chemicalBalance, fingerprintTrace, dataMatcher, flashPad,
frequencyMatch, motionDetector, cctvSweep, dnaSplicer,
signalDescrambler, spinnerLock, wireSnip, slidingPuzzle,
dataConduit, circuitPulse, vaultCombination.
Full descriptions and per-difficulty tuning in the docs.
CreateThread(function()
local ok = exports['rm_3dminigames']:untangle({
difficulty = 'hard',
placement = 'prop',
})
if ok then
TriggerServerEvent('mypack:server:openVault')
else
exports.ox_lib:notify({ type = 'error', description = 'Hack failed.' })
end
end)
Or place a hack point in-game:
/create_minigame
Label it, pick a hack type, pick a minigame, drag the gizmo, click. Done.
Restart-safe, player walks up, presses E, minigame runs, hook fires.