Scripts/Tri-PettyCrime (Open Source)

Tri-PettyCrime (Open Source)

Add to basket โ€” 22.49

๐Ÿฅท TRI-PETTYCRIME

33 small-time crimes โ€” letterboxes to catalytic converters.

https://youtu.be/-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.

โœจ What makes it different

๐Ÿ™๏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.

๐Ÿ”’ 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.

๐ŸŽฎ 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.

๐Ÿ‘€ 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.

๐Ÿ“ฆ 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.

๐Ÿšซ 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.

๐Ÿงฉ 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 |

โš™๏ธ Everything is config-driven

โœ… Framework: 'auto' โ€” picks Qbox, QBCore or ESX

โœ… Every crime on or off with its own switch

โœ… On-duty police required, per crime (or none)

โœ… Per-player cooldown, per crime

โœ… Target reset time, and lockout after a botched attempt

โœ… Methods per crime: duration, success chance, minigame and difficulty

โœ… Tools per method: wear per use and break chance

โœ… Weighted loot pools per crime, prop model or variant

โœ… Witness notice and report chances

โœ… Dispatch system, alert delay, blur radius and which jobs get alerts

โœ… Block on-duty police from committing crimes

โœ… Pay cash loot as an item (e.g. black_money) instead of clean cash

โœ… Attempt budget: max attempts per player inside a time window

โœ… Your own spots for porch packages, deliveries, tip jars, laundromats and bikes

โœ… How many spots fill at once, respawn time and lifetime

โœ… Cone and barrier limit per player, and how long they stay down

โœ… Blocked vehicle classes and models, whether players' own cars can be hit, bag chance

โœ… Store zones and per-store heat for shoplifting

โœ… Carry prop and hand position per item

โœ… All player-facing text in locales/en.json

๐Ÿš€ Performance

โ–ธ Spawned spots and swapped props are handled by distance with ox_lib points โ€” only what's near you is loaded

โ–ธ 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

โ–ธ World changes are sent only when something changes, not on a tick โ€” late joiners pull the current state once

โ–ธ NUI opens only for the minigame, with no backdrop-filter

โ–ธ No database โ€” no queries, no SQL to install

๐ŸŽ What you're getting

โœ… Full tri-pettycrime resource (Escrow-encrypted โ€” config/, locales/, bridge/ and installation/ stay editable)

โœ… tri-pettycrime-assets โ€” the custom prop pack with every opened, forced and stripped model

โœ… 43 ready-made item definitions for ox_inventory and qb-inventory, plus the image filename list

โœ… 22 porch package front doors placed out of the box

โœ… README.md and INSTALL.md with the full install guide, config reference and known limitations

โœ… server.cfg snippet with the admin ace

๐Ÿ”ง 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)

๐Ÿ’ฌ Support

Join the Tri Studios Discord for setup help, bug reports, and feature requests. Community support for Standard buyers.