The Run
One run exists server-wide at a time. It moves through fixed stages, and every transition is a server callback that re-validates what the player claims to be doing.
Stages
prep
Job accepted, flatbed spawning
Cooldown, crew size, police count
fetch
Collect the flatbed from the depot
Caller is in the driver seat
load
Lift the crane with the forklift, set it on the bed
Forklift within liftRadius, truck on the loading bay and squared with the crane
return
Drive the loaded flatbed to the car park
Free drive
delivering
Bed slides back, tips, crane rolls off
Truck within truckRadius of its bay
staged
Park a car on the tow marker
Car on the marker, caller driving it
lifting
Run the arm out and haul the vault into the open
Leader drives the clip
dropped
Rope the vault to the parked car
Player near the chest, tow car alive
towing
Drag the chest to the buyer
Chest and player inside dropoffRadius
done
Hand it over, everyone is paid
Payout landed for at least one member
Blips, bay markers and prompts follow the current stage on their own. Anyone further than cfg.heist.sceneDistance from the yard skips the cinematics and sees the finished state instead, so a late joiner never finds the crane frozen mid-swing.
Starting
Depending on cfg.heist.start.method:
Fixer NPC. Walk up,
[E] Talkor the target option, then Ask about the job.C4. Stick a sticky bomb on the office wall. The explosion type and the radius around
cfg.scene.coords.wallare both config, so stray explosions are ignored.
A start is refused if a run is already live, the cooldown has not expired, the crew is under crew.min, or the police requirement is not met.
Driving the crane
When the run reaches lifting, the crew leader is handed a remote prop and an on-screen controller:
Arrow up
EXTEND / BRING OVER
Arrow down
RETRACT / EASE BACK
The arm only moves while a key is held, and the percentage on the remote is the real clip position. Everyone else in range watches it move live. There are two legs: reaching into the office, then carrying the vault out to the parking. Each can be manual or automatic (see cfg.lua Reference).
The tow
Rope the chest to whatever car the crew parked on the marker, then drive. The chest is a real physics object on a rope of ropeLength metres: it drags, swings and follows the terrain. Take it to the drop-off, talk to the buyer, and the crew is paid.
When things go wrong
The run repairs itself rather than dying:
Flatbed destroyed
A replacement spawns at the depot, the stage rewinds
Forklift destroyed
A new one spawns by the crane
Tow car despawned
Crew is told to bring another; the rope re-attaches
Chest deleted mid-tow
Stage returns to dropped, the rope item is refunded
Crew all disconnect
Run ends as abandoned
Nothing happens for abandonMinutes
Run ends as abandoned
Resource stopped
Every spawned entity is deleted and the state is cleared
Both outcomes are written to rm_cranejob_runs and posted to Discord if a webhook is configured.
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