Impound Heist

•5 min read•WXMAPS
ScriptHeistCo-op

Impound Heist

A cooperative impound-lot heist for FiveM. A fixer names a car sitting in one of your server's impound yards. The crew has to find that yard, pick the right car out of a line of decoys, open the gates without touching a lock, steal the car, and get it to a buyer before the clock runs out.

It is built on top of the WXMAPS Impound Job (vs-impoundjob) and comes with it: buying the Impound Job Script gives you both resources. Every yard an admin builds in that script's Creator can be robbed, with no second setup, and the heist itself is configured from a HEIST button in the same Creator.

Works on Qbox, QBCore and ESX, auto-detected. Requires ox_target and ox_inventory.

The pitch

The fixer offers a contract: a specific car, at a specific yard. The crew scouts the yard and photographs the car with a microcamera to confirm it is the one he wants, because it is never the only car in there. They buy a signal repeater from a supplier who sits in the back of a van, report back, and wait for the fixer's green light.

Then it is live. Someone uses the repeater near the yard gate and tunes a radio dial onto the gates' frequency, and the gates come loose. The crew smashes the car window, hot-wires it, optionally finds the post-it with the safe code and empties the yard's safe, and drives the car to a buyer waiting somewhere inside a circle on the map. He gets in and drives it away, and the crew is paid by the kind of car and how much of it is still in one piece.

The flow at a glance

  1. The fixer. Talk to him and he names a car and a yard. Everyone standing near whoever takes the job joins the crew (up to 4 by default).
  2. Preparation (30 minutes). Find the yard, photograph the right car among the decoys, and get a signal box from the supplier.
  3. The green light. Report back to the fixer. He calls you about 2 minutes later, and the job is on.
  4. The gates. Use the signal box within 25 m of a yard gate and lock onto the frequency. The gates are released and can be pushed or rammed open.
  5. The car. Break the window (a timed-strike minigame), then pull the wires (a cable-cut minigame). The engine starts.
  6. The safe (optional). Read the post-it with the combination and crack the yard's safe for extra cash.
  7. The buyer. Park the car in front of him inside the drop-off circle before the delivery clock (20 minutes) runs out. He drives it off and the crew is paid.

Full detail, stage by stage, is on How the Heist Works.

Feature highlights

  • Any yard, no second setup. The heist reads the yards straight from the Impound Job. A yard with a picked gate and a free parking bay can be robbed the day it is built, and a per-yard switch in the Creator takes any yard out of the pool.
  • Nothing real is stolen. The target car and its decoys are spawned for the job in the yard's own empty bays. No row in the Impound Job's database is read or changed, and no player's impounded car is ever touched.
  • Find the right car. The mark stands among up to 3 decoys of different models. The crew identifies it with a phone-style microcamera with a zoom lens, and only the server knows which car is the right one.
  • Gates that come loose, not teleported. The yard's gates are map props. The script holds them frozen during the job and releases their physics when the frequency is found, so nothing is ever moved by script or left broken afterwards.
  • A supplier in a van. He only appears for a crew in preparation, and sells the signal box and anything else you put on his list, priced on the server.
  • Category pricing. The buyer pays by the kind of car (compact, sports, super and so on), minus up to 40% for damage, multiplied by the crew's standing.
  • A reputation ladder. Four tiers with seven wired perks: bigger payouts, longer clocks, a bigger crew, fewer decoys, a shorter yard cooldown. Stored in the same table the Laundromat Heist uses.
  • Police on your terms. An optional minimum number of officers, and one silent alarm per contract with a choice of trigger.
  • Set up in game. The fixer, the supplier, the buyers, the cars, the prices, the clocks, the police rules and every yard's safe and post-its are placed and tuned from the Impound Job's Creator.
  • Server-authoritative. Every phase change, distance check, purchase and payout is decided by the server, and every minigame result needs a one-shot token issued at the right place and time.
  • Localised. Every player-facing line lives in locales/en.lua. Copy it, translate it, and set Config.Locale.

At a glance

Resource namevs-impound-heist
Version1.0.0
FrameworksQbox · QBCore · ESX (auto)
Targetox_target
Inventoryox_inventory
Databaseoxmysql (reputation only)
Requiresthe Impound Job (vs-impoundjob)
How to get itincluded with the Impound Job Script purchase
Crew size1 to 4 by default (higher standing adds up to 2)
Contracts at onceOne per server
Pairs withthe Los Santos Impound MLO
Escrowconfig/config.lua and locales/*.lua are left open for editing

New here? Read the pages in order: Installation → Dependencies → Items → Setup in the Creator. Server owners tuning balance should jump to Payouts & Reputation and the Configuration Reference.


Get it: included with the Impound Job Script · pairs with the Los Santos Impound MLO. Questions? Open a ticket on Discord.