Setting Up the Impound Heist

•10 min read

Setting Up the Impound Heist

The heist has no editor of its own. It is set up from the HEIST button in the Impound Job's Creator, the same console admins already use to build the yards. Anything that is a position in the world (the fixer, the supplier, the buyers, the post-its, a safe) is placed there by standing in the spot, with no coordinates to copy.

Opening it

  1. Run /impoundcreator in game. This is the Impound Job's command, behind its own admin gate. See the Impound Job's Creator guide for who is allowed in.
  2. Click HEIST at the top right. The button only appears while vs-impound-heist is running. Click it again to go back to the lots.

The HEIST panel changes server-wide content and payouts. It is only reachable through the Impound Job's admin gate, and every write is re-checked and clamped by the heist itself before it is stored.

How saving works

  • Every change is saved straight away, into the heist's own store on the server (the resource KVP). It survives restarts and a replaced resource folder.
  • It is laid over config/config.lua. The file is the default; what you save in the panel overrides it. Once a section has been saved here, editing that section in config.lua changes nothing until you reset.
  • A running contract is never changed. It pinned its yard, its drop-off, its note and its price when it was signed. A change applies to the next contract.
  • Reset to config.lua (Contract tab) throws away everything set on the panel, every tab and every yard, and goes back to what the file says. This cannot be undone.

First-time checklist

  1. Contract tab: place the fixer. Placing him for the first time switches him on.
  2. Supplier tab: place the supplier. He ships unplaced, and nobody can buy a signal box until he is.
  3. Drop-offs tab: replace the three placeholder buyers with your own.
  4. Rewards tab: check the car list and the prices.
  5. Police tab: set your police job names.
  6. Yard tab: pick each lot on the left and clear anything under "The fixer will not name this yard".

What a yard needs to be robbable

A yard is offered by the fixer only when all of these are true. The Yard tab lists whichever are missing for the selected lot, and the console prints a warning at boot if no yard on the server qualifies.

RequirementWhere it is set
"This yard can be robbed" is onThe lot's own Setup tab, under "The heist". On by default.
At least one Yard gate is pickedThe lot's placements in the Impound Job Creator. A yard may have several; all of them open.
At least one parking bay is laid and emptyThe lot's Yard bays tab. The cars are stood in free bays, so a yard with none, or one parked completely full, has nowhere to put them.
A point to call "the yard"The impound point, else the handover bay, else the lot's map blip. Every lot has a blip, so this is always met.
The lot impounds carsNPC Staffed, Player Staffed or Auto Staffed. A Public Job depot is never a target.
Not on cooldownA yard is left alone for 6 hours after a car is delivered from it.

The "This yard can be robbed" switch only appears while the heist is running. It sits behind the Creator's admin gate on purpose, so a lot owner cannot switch off somebody else's content from their own terminal. Turning it off takes the yard out of the pool and changes nothing else about the lot.

The Enter gate (the optional gate onto the property, offered on NPC Staffed and Auto Staffed lots) is released together with the yard gates when the frequency lands, so a crew is not shut in when the lot's opening hours turn.

Contract tab

The fixer. One man at one spot, belonging to no yard, so he can send a crew to any of them.

SettingWhat it does
Where he standsPlace him. There is no heist until he is placed.
Handing out workOff takes him and the heist out of the world. Nothing is lost; turn him back on and he is where you left him.
NameWhat the dialogue box calls him.
Ped modelAny installed ped model.
What he is doingA scenario from a dropdown (smoking, on the phone, leaning, and so on).
Map markerA blip on him for everyone. Off, he is somebody you hear about rather than a shop on the map.
Cars around himUp to 8 parked cars, only for the look of the place: locked, frozen and unbreakable. Type a model, then place its ghost.

Clocks. Preparation (minutes), Green light after (minutes, 0 = at once), Delivery (minutes), Yard cooldown (hours).

Crew and yard. Crew size (counting whoever takes the job), Crew reach (metres), Decoy cars (0 leaves only the mark, which is a much easier job).

Signal box. Range (metres from a gate), Time to tune (seconds, 0 = no clock), Precision (kHz either side; smaller is harder), Hold to lock (seconds), False carriers (0 to 4).

Rewards tab

  • The cars. Model, what the fixer calls it, and its category. One is picked at random per contract and the rest of the list supplies the decoys, so a yard is only as hard as this list is long. List a model twice to make it twice as likely. Up to 30 rows.
  • Prices by category. What the buyer pays for a clean car of each kind. A car pays its category's price, not a price of its own.
  • Money. Damage penalty (%) and Safe cash (% of the car's price, paid to every crew member).
  • Items in the safe. Item, min, max, chance %. Each line is rolled on its own and goes to whoever opens the safe.

The maths is on Payouts & Reputation.

Police tab

  • Minimum police. Require police on, officers needed, jobs that count (comma-separated), how they are counted (all jobs added together, or any one job on its own), on duty only.
  • The silent alarm. Alert the police, who hears it, and the trigger: when the gates open, when the car window goes in, or after a set number of minutes regardless.

Details on Police & Dispatch.

Drop-offs tab

  • The circle. Its radius (also how close to the buyer the car must be parked), whether the buyer drives the car away, and how far away car and buyer get before they leave the world.
  • The buyers. Up to 20. One is picked at random per contract, so the route is not learned in a week. Place each one where you want the man standing: the ghost is him. Each has a ped model, a scenario and a name.

The shipped drop-offs are placeholders. With none placed, the fixer still hands out contracts, but the crew has nowhere to deliver and every contract runs out of time.

Supplier tab

SettingWhat it does
Where he isPlace him, or his van when he has one (rear doors face the crew). Placing him the first time switches him on.
SellingOff takes him out of the world.
Name, Ped model, What he is doingAs for the fixer. The scenario only applies when he has no van; in the van he sits on a crate.
VanA vehicle model. Empty means no van: he stands at the point and his shop is the card panel alone.
Area on the map, Area radiusA circle for the crew to search, with no icon and no route. It goes once they hold every required item.
Camera into the vanOn, opening the shop moves the camera into the van and the item pointed at turns in its bed. Off, the shop is the panel alone.
What he sellsItem, name in the shop, price, an optional prop shown in the van, and Required. Up to 24 rows.

A row ticked Required becomes a row on the preparation board, and the crew cannot report back to the fixer until one of them holds it. The signal box is always required, whatever its row says, because the gates do not open without it.

Yard tab

Pick a lot on the left: the safe and the post-its belong to one yard.

Readiness. Cards for the yard gates, the entrance gate and the parking bays, and a list headed "The fixer will not name this yard" with anything that keeps the yard out of the pool. Those are fixed from the lot's own Setup and Yard bays tabs.

The safe. Which safe the crew cracks:

  • The yard's own safe, the Safe placement of the lot in the Impound Job. This is the default.
  • Another safe, picked for the heist, pointed at in the world just for the heist.
  • No safe in this job. The two safe rows and the post-it are left off the board.

A safe is picked rather than placed: you point at the safe prop the map already has, and its model comes with it. That is what lets its door swing open when the crew cracks it. On the WXMAPS Los Santos Impound the prop is wx_ch_prop_ch_arcade_safe_door. See Compatibility.

The post-its with the code. Up to 12 per yard, and one is picked at random per contract, so a crew that knows every hiding place still has to search. Place hides the window and puts the real post-it in a gizmo:

ControlAction
Drag the discSlide it across desks and walls; it sticks flat to them
Arrows, square, ringFine-tune position and rotation
RSwitch to the rotate rings
GDrop it on the surface under the cursor
Hold right clickLook and walk around it
Shift at the clickSnap
EnterSave
Backspace / EscCancel

Adjust reopens the gizmo on a post-it where it already is.

With no post-its placed, the note lies on the yard's boss terminal. Only Player Staffed and Auto Staffed lots have a boss terminal. On an NPC Staffed lot with a safe and no post-its, the two safe rows still appear on the board but the note never does, so the safe cannot be cracked. Place at least one post-it there, or choose No safe in this job.

Without the Creator

Everything on the panel also has a value in config/config.lua, which is what the panel starts from and what Reset to config.lua returns to. Post-it spots can be written per lot id in Config.Notes.spots. The full reference is on the Configuration page.