Crew
Crew
A run belongs to a crew. Solo play works too: with cfg.heist.crew.min = 1, a player who never forms a crew is treated as a crew of one.
Commands
/crewOpens the crew menu. It is also available as a target option on the fixer NPC.
Invite a player
Leader
Invites by server ID, target must be nearby
Leave the crew
Anyone
Blocked once the run has started
Rules
The first player to invite someone becomes the leader.
Invites only reach players within
cfg.heist.crew.inviteRadiusmetres and expire aftercfg.heist.crew.inviteSeconds.A crew caps at
cfg.heist.crew.maxmembers.A player can only be in one crew.
Once the crew's run is live, nobody joins and nobody leaves.
Leader hand-off
If the leader disconnects mid-run, leadership passes to the next member and they are notified. If that happens during the crane lift, the leg restarts for the new leader so the arm stays drivable.
If every member disconnects, the run ends as abandoned and the entities it spawned are cleaned up.
Payment
Everyone still connected at the drop-off is paid. Money is rolled per member inside cfg.heist.rewards.money, not split from a pot, and reward items roll separately for each of them.
A member with no inventory space gets "You had no room for your cut" and receives nothing. The run only closes if at least one member was actually paid.
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