For the complete documentation index, see llms.txt. This page is also available as Markdown.

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

/crew

Opens the crew menu. It is also available as a target option on the fixer NPC.

Menu entry
Who can use it
What it does

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.inviteRadius metres and expire after cfg.heist.crew.inviteSeconds.

  • A crew caps at cfg.heist.crew.max members.

  • 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.

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