PACKAGE
QBCORE QBOX ESX

GTA: The Crane Job - Multiplayer Heist [Open Source]

77.99 59.99 EUR
GTA: The Crane Job - Multiplayer Heist [Open Source]
DETAILS
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PREVIEW

A vault sitting behind an office wall, a mobile crane parked on the other
side of the city, and a flatbed that has to fetch it. The crew loads the
crane with a forklift, drives it to the deck, unloads it, then one of them
takes the remote and swings the arm through the wall by hand. The vault
comes out, gets roped to a car, and is dragged across the map to a buyer.


Preview


Features

A full logistics chain, not a checkpoint list. Flatbed waiting at the
depot, crane on the ground across town, forklift parked beside it. Lift the
crane onto the bed, back the truck into the bay squared with it, drive both
to the car park. The bed slides back, tips down, and the crane rolls off on
its own. Everything is timed prop animation, nothing teleports.

The crane is driven by hand. The operator holds a remote, gets an
on-screen controller with EXTEND / RETRACT and a live percentage, and pushes
the arm out to the wall one keypress at a time. Let go and it stops where it
is. The rest of the crew watches the arm move in real time. Both legs,
reaching in and hauling the vault out, can be manual, automatic, or one of
each.

A real rope, and real weight. The vault is a physics object roped to any
car the crew brought. It drags, it swings, it follows the ground, and it will
absolutely get stuck on a kerb if you take the corner badly. Rope length,
mass and the drop-off radius are all config.

Crew of up to four. /crew opens the menu, invites go to players
standing next to you and expire on a timer. Leader starts the run; if the
leader disconnects mid-job the run hands off to whoever is left instead of
collapsing. Nobody can join or leave a crew once its run is live.

Two ways in. Talk to the fixer NPC, or just stick C4 on the office wall
and let the explosion start it. Pick npc, c4 or both in cfg.lua. The
C4 path listens to the real explosion event with a type filter and a radius
around the wall, so a random grenade across the street does nothing.

Server-authoritative, every step. Each stage transition is a callback
that re-checks the seat you’re in, the vehicle you claim to be driving, the
distance to the bay and the heading of the truck.

It survives players being players. Flatbed blown up on the way? A
replacement spawns at the depot and the stage rewinds. Forklift gone? New one
by the crane. Tow car despawned mid-drag? The crew is told to bring another
and the rope re-attaches to it. An inactivity timer closes dead runs, and a
resource stop cleans up every entity the job made.

Payout you control. Dirty money per crew member as an inventory item, a
framework account, or marked bills with a worth metadata key. On top of that
a weighted item table (gold bars, a Rolex, the odd diamond) rolled per
member, with a real “you had no room for your cut” path instead of silently
voiding it.

Bridges for everything else. Framework auto-detects (Qbox / QBCore / ESX
/ standalone). Beyond that: 8 notification systems, 5 text UIs, 6 progress
bars, 10 vehicle key scripts and 18 dispatch / MDT resources, each a one-word
change in cfg.bridge. Adapters live outside escrow, so adding your own is
copying a 15-line file.

Logged and prunable. Every run lands in rm_cranejob_runs with the
leader identifier, crew size, outcome and payout, plus a Discord webhook
embed. Retention is a day count in cfg.lua.


Screenshots


The run

Stage

What the crew does

Checked server-side

fetch

Collect the flatbed from the depot

You’re in the driver seat

load

Lift the crane with the forklift, set it on the bed

Forklift range, truck bay + heading

return

Drive the loaded flatbed to the car park

Free drive

delivering

Bed slides, tips, crane rolls off onto its spot

Truck parked on its bay

staged

Park a car on the marker for the vault

Car on the marker, driver seat

lifting

Run the arm to the office and haul the vault out

Leader drives the clip

dropped

Rope the vault to the car

Range to the chest, tow car alive

towing

Drag it to the buyer

Chest and player inside the radius

done

Hand it over, crew gets paid

Payout landed for someone

Blips, bay markers and prompts follow the stage automatically. Anyone further
than sceneDistance from the yard skips the cinematics and just sees the
finished state, so the crane is never mid-swing for someone who logged in
late.


Config

Everything below is cfg.lua, and it is short:

cfg.heist.crew = {
    min          = 1,
    max          = 4,
    inviteRadius = 6.0,
    inviteSeconds = 30,
}

cfg.scene.anim.manualReach = true
cfg.scene.anim.manualCarry = true
cfg.scene.anim.extendKey   = 172
cfg.scene.anim.retractKey  = 173

cfg.heist.rewards = {
    money = { min = 22000, max = 41000 },
    items = {
        { name = 'goldbar', min = 1, max = 3, chance = 100 },
        { name = 'rolex',   min = 1, max = 2, chance = 45 },
        { name = 'diamond', min = 1, max = 1, chance = 20 },
    },
}

Every coordinate is a vec4 you can swap: truck depot, crane spot, forklift,
loading bay, parking bays, drop-off, buyer, fixer. Cooldown, police
requirement, crew size, blips, dispatch code and the abandon timer are all in
the same file.