Impound Heist Compatibility
Framework
Qbox, QBCore and ESX, auto-detected in that order of preference (es_extended, then qbx_core, then qb-core). There is no config key to force one. The framework is used only to pay cash, take cash at the supplier, and read a player's character id and job.
| Framework | Paid into | Duty-aware police count |
|---|---|---|
| Qbox | cash | Yes (onduty) |
| QBCore | cash | Yes (onduty) |
| ESX | money account | No: every officer online counts |
Without a supported framework the heist still loads, but it prints a warning at boot and cannot pay anyone or sell anything. It is not a standalone script.
Target and inventory
ox_target and ox_inventory only. Both are hard dependencies of the heist and of the Impound Job, and both are called directly: the fixer, the supplier, the buyer and the post-it are ox_target entities, and the two usable items rely on ox_inventory's client.export hook. There is no qb-target or qb-inventory support. Details on Dependencies.
Any yard built in the Impound Job
The heist has no locations of its own. Every lot an admin builds in the Impound Job Creator, anywhere on the map and on any map, is a candidate, as long as it:
- impounds cars (NPC Staffed, Player Staffed or Auto Staffed; never a Public Job depot);
- has at least one Yard gate picked;
- has at least one empty parking bay laid;
- has its "This yard can be robbed" switch on (the default).
The heist stands its cars in the yard's own free bays, so they park exactly where impounded cars would, and never in a bay that holds a real impounded car. Building the yards is covered in the Impound Job's Creator guide; the heist side is on Setup in the Creator.
Gates have to be picked props. A yard gate is picked in the Impound Job Creator by pointing at the gate the map already has, and its model is stored with it. That is what lets the heist find the prop and release it. Any map's gate prop works.
The Los Santos Impound MLO
The heist does not need a specific map and does not detect one. It pairs with the WXMAPS Los Santos Impound MLO (wxmaps_lsimpound), and the MLO and the Impound Job Script (which includes the heist) are offered together as a bundle on the store.
What changes when the MLO is present:
- The safe door swings open. The MLO's safe is the prop
wx_ch_prop_ch_arcade_safe_door. When an admin picks it as the lot's Safe in the Impound Job Creator (or as "Another safe, picked for the heist"), cracking the safe turns the door open for every player, over 2.2 seconds by default, and it swings shut again when the contract ends. The swing turns the prop on its own origin, which on this door is its hinge. - The yard is built around real props. The gates and the safe are props of the map itself, so they are what the Creator picks and what the heist releases or opens.
On another map, pick that map's safe prop the same way. If its origin is not its hinge, the door will not swing cleanly; Config.SafeDoor.angle and invert adjust the direction and amount. A safe placed as a bare point (before the Creator picked props) still works for the heist, but its door does not move.
Running the Los Santos Impound MLO alongside other WXMAPS interiors? Check the map's compatibility page, and remember that wxmaps_commons must start before any WXMAPS map.
Dispatch / CAD
The silent alarm is built in: a notification, a sound and a 90-second blip on the yard, sent to every online player whose job is in Config.PoliceAlert.jobs. It does not call any third-party dispatch or CAD resource. See Police & Dispatch.
The Laundromat Heist
Both heists can run on the same server.
- Separate camera items. This heist uses
microcamera_impound, the Laundromat Heist usesmicrocamera. An ox_inventory item carries one export, so they cannot share a name. Register both. - Shared reputation, if you want it. Both store standing in
vs_heist_reputation, keyed by character and clan. GiveConfig.Reputation.clanhere the same value as the Laundromat Heist'sConfig.Boss.clanand players build one standing across both. As shipped they use different clans. - Shared look. The objective board, the key prompt, the viewfinder and the supplier's shop use the Laundromat Heist's markup, so the two read as one product.
Credits
Dialogue is provided by the free vs-npc-dialogue and the skill checks by the free vs-minigames companion resources.