
๐ฅท TRI-PETTYCRIME
33 small-time crimes โ letterboxes to catalytic converters.
https://www.youtube.com/watch?v=-uBo8XH_hrQ
The petty crime script your server actually deserves
Tri-PettyCrime gives your criminals something to do between the big jobs. 33 small-time crimes, all done with the target eye on things already in your city: props on the street, parked NPC cars, pedestrians and shop shelves โ plus spots you place yourself for porch packages, deliveries, tip jars, laundromats and locked bikes.
The world reacts. A pried vending machine swaps to an open model and spills its stock on the floor, a stolen sign leaves a bare post, a car missing a wheel sits on its hub โ and every player sees it until it resets on its own. Nearby pedestrians notice, shout, run or fight, and some call it in. Police get a delayed alert at a blurred location.
Every crime is checked and rolled on the server, so nothing can be skipped, repeated or faked from the client. No database.
Auto-detects Qbox, QBCore and ESX. Built and tested on Qbox, with the QBCore and ESX bridges included and unencrypted.
โจ What makes it different
๐๏ธ The world actually changes โ props swap to opened, forced and stripped models for every player: open vending machines with product spilled in front, forced parking meters, bare sign posts, wheel hubs, stolen plates. Everything resets on its own timer.
๐ Server-authoritative โ every crime starts with a server check (position, tools, cooldowns, on-duty police, target) and finishes with a single-use token and a timer gate. Outcome and loot are rolled on the server. Winning a minigame can't beat the server's roll.
๐ฎ Six bespoke Tri minigames โ pry, cut, bolt cut, bolts, grab and siphon prime. Custom NUI that follows the shared tri:theme setting, so it matches the rest of your Tri scripts.
๐ Witnesses and victims fight back โ nearby NPCs notice, shout, flee, confront or fight, and some report it. Mugging victims can refuse, run or fight. Every store gets more watchful with each theft until the staff stop you.
๐ฆ Physical loot โ signs, batteries, wheels, parcels and cones are carried in your hands while they're in your inventory. No sprinting, jumping, driving or fighting until you drop them or stash them in a trunk. Other players see what you're carrying.
๐ซ Built not to be farmed โ ambient peds only (never players, shop staff or script peds), a robbed ped can't be hit again, script-spawned cars like rentals and job cars are refused, cooldowns are tied to the player's license, and a rolling attempt budget covers every crime.
๐งฉ What's inside
| Section | Features |
|---|---|
| Map props | Letterboxes, parking meters, vending machines (soda / water / snack loot, product spills out), postboxes, utility boxes (pry, then cut the copper โ a botched cut shocks you), AC units in three stages, toolboxes |
| Street & work sites | Street signs (bare post left behind), road cones and barriers (put them back down with a see-through placement preview), work-site generators, cable spools, tool chests, scrap piles and old washers |
| Spawned spots | Porch packages (5 parcel sizes, 22 front doors ready to go), commercial deliveries, tip jars (players tip real cash, thieves get exactly what's in it), laundromats (coin box, washers, laundry bags), locked bikes with chain, U-lock or cable lock |
| Parked cars | Smash and grab (1 in 4 cars has a bag on the seat), battery, stereo, tyre slashing, brick on the pedal (runaway car), catalytic converter cut out with an angle grinder, fuel siphon into a jerry can, licence plate swap (the original is kept and restored), wheel theft with the bare hub left behind โ all under one "Mess with the car" option |
| People | Pickpocketing, mugging at weapon point, bag snatching, phone snatching, jewellery snatching |
| Shoplifting | 24/7s, LTDs and liquor stores โ small goods vanish from the shelf, per-store heat until staff step in |
| Stolen goods | Parcels, cartons, cases, handbags, wallets, mail and copper bundles, laundry bags and tip jars โ opened later from the inventory, loot rolled on the server |
| Tools | Per-crime tool lists with wear per use, break chance and speed multiplier โ crowbar, wire cutters, bolt cutters, angle grinder, lug wrench, car jack, siphon hose and more |
| Dispatch | Auto-detects ps-dispatch, cd_dispatch, lb-tablet, rcore_dispatch, qs-dispatch and tk_dispatch, falls back to the qbx_police / qb-policejob alert, plus a custom slot |
| Admin tools | /pcplace (place spots live, config line copied to your clipboard), /pcfind (route to the nearest target), /pcreset, /pcgame, /pcwhy, /pcvisible โ ace-gated |
โ๏ธ Everything is config-driven
โ Framework: 'auto' โ picks Qbox, QBCore or ESX
โ Every crime on or off with its own switch
โ On-duty police required, per crime (or none)
โ Per-player cooldown, per crime
โ Target reset time, and lockout after a botched attempt
โ Methods per crime: duration, success chance, minigame and difficulty
โ Tools per method: wear per use and break chance
โ Weighted loot pools per crime, prop model or variant
โ Witness notice and report chances
โ Dispatch system, alert delay, blur radius and which jobs get alerts
โ Block on-duty police from committing crimes
โ Pay cash loot as an item (e.g. black_money) instead of clean cash
โ Attempt budget: max attempts per player inside a time window
โ Your own spots for porch packages, deliveries, tip jars, laundromats and bikes
โ How many spots fill at once, respawn time and lifetime
โ Cone and barrier limit per player, and how long they stay down
โ Blocked vehicle classes and models, whether players' own cars can be hit, bag chance
โ Store zones and per-store heat for shoplifting
โ Carry prop and hand position per item
โ All player-facing text in locales/en.json
๐ Performance
โธ Spawned spots and swapped props are handled by distance with ox_lib points โ only what's near you is loaded
โธ Per-frame loops only run while something is happening (carrying loot, a bricked car, placing a cone) โ idle loops sleep 0.5 to 1 second
โธ World changes are sent only when something changes, not on a tick โ late joiners pull the current state once
โธ NUI opens only for the minigame, with no backdrop-filter
โธ No database โ no queries, no SQL to install
๐ What you're getting
โ Full tri-pettycrime resource (Escrow-encrypted โ config/, locales/, bridge/ and installation/ stay editable)
โ tri-pettycrime-assets โ the custom prop pack with every opened, forced and stripped model
โ 43 ready-made item definitions for ox_inventory and qb-inventory, plus the image filename list
โ 22 porch package front doors placed out of the box
โ README.md and INSTALL.md with the full install guide, config reference and known limitations
โ server.cfg snippet with the admin ace
๐ง Requirements
Framework: Qbox (qbx_core) ยท QBCore (qb-core) ยท ESX (es_extended) โ auto-detected
Dependencies: ox_lib ยท tri-pettycrime-assets (included) ยท OneSync
Inventory: ox_inventory or qb-inventory โ auto-detected
Target: ox_target or qb-target โ auto-detected
Optional: qbx_vehiclekeys (forced doors stay unlocked) ยท ox_fuel or any fuel script using Entity(veh).state.fuel (needed for siphoning) ยท a dispatch system (ps-dispatch / cd_dispatch / lb-tablet / rcore_dispatch / qs-dispatch / tk_dispatch)
๐ฌ Support
Join the Tri Studios Discord for setup help, bug reports, and feature requests. Community support for Standard buyers.
