Vehicle break-ins and till robbery use traceable tools, staged actions, alarms, interruption, and durable money or item consequences. This guide remains a draft while the two-client walkthroughs of both loops remain unverified: the break-in with a bystander, the alarm reaching a police recipient, the drive-away, and the full stickup with its interruptions and fencing.

Attempt a vehicle break-in

A lockpick is a unique traceable item obtained through controlled organization supply. Use /lockpick at an eligible locked persistent vehicle owned by another character, only when ready to begin the bounded attempt. Organization service fleets, rentals, job vehicles, and static world vehicles are not targets and refuse.

Nearby players receive mask-aware action presentation. Successful completion durably unlocks the vehicle. Failure consumes the selected tool and can activate the vehicle alarm. Interruption before resolution is intended to consume nothing and leave vehicle state unchanged.

Enter normally after success; the mechanic does not teleport or force-seat the character.

Attempt a hotwire

From the driver’s seat of an eligible unauthorized persistent vehicle, use /hotwire. It covers the same character-owned vehicles as the lockpick, and completion starts the engine but grants no ownership, title, or key.

Movement, damage, restraint, incapacity, vehicle-state changes, custody changes, destruction, or disconnect can cancel break-in or hotwire attempts. Those interruptions have not yet been walked through with two clients.

Understand alarms

Vehicle alarms create local audiovisual feedback and can create a police dispatch incident when the scene can be represented. An alarm does not identify a suspect automatically, create a charge, or establish wanted state.

Alarm-to-dispatch delivery remains under verification, so do not treat an alert by itself as proof of the entire event.

Begin a till robbery

Inside an eligible open, owned, staffed business, /robtill presents the staged robbery flow. Starting requires the current weapon and business conditions before the demand and getaway stages.

Stock can become one traceable stolen-goods stack. Its quantity is consumed exactly once from the business, and an item-creation refusal restores that exact stock before the robbery continues without goods. Cash pays only after the intended exit and getaway complete. A silent alarm may create a law incident, but neither robber nor staff is told whether it activated.

Cancel or survive interruption

The cancel action under /robtill, incapacity, restraint, disconnect, leaving too early, changing the weapon, or invalid getaway state can fail the robbery without a payout. Staff presence is required at the start but later staff departure does not mechanically finish the scene.

After a restart, unfinished goods creation is resolved before the robbery is cancelled: an exact created item remains, while proved absence restores the exact stock. Review current goods and business history before taking another action. Exact linked goods remain fenceable after a completed robbery or a failed, cancelled, or restart-cancelled getaway; active and quarantined sessions are refused.

Recover from unclear consequences

  • Vehicle attempt cancels: verify tool custody, lock, engine, and alarm before another attempt.
  • Alarm behavior is unclear: continue the visible scene; do not force dispatch through repeated attempts.
  • Till robbery fails: compare business funds, robber cash, session state, and any created goods before retrying.
  • A business transition is refused: sale, deletion, type correction, and organization disband fail closed while till-robbery stock evidence is active, quarantined, unresolved, or unreadable.
  • Fencing is refused: confirm the exact linked stack is still in your inventory and the robbery is terminal. Do not retry an outcome marked for staff review.
  • Restart occurs: inspect goods and business history before another robbery.

Success probabilities, action timings, ranges, cooldowns, weapon requirements, proceeds, alarm chances, trace algorithms, and tactical optimization are intentionally omitted.