Mysticky Rob NPCs
A configurable, cross-framework street-ped robbery flow with intimidation, restraint, searching, carrying, vehicle handling, dispatch, and server-authorized rewards.
Freev1.0.0Escrow protectedMysticky Bridge required
On this pageFeature overviewRequirements and installationRobbery flowConfiguration mapSecurity and validationCommon fixes
Feature overview
- Aim at or target eligible ambient pedestrians to begin a robbery.
- Configure allowed weapons, required police, per-player cooldowns, and NPC fight-back chance.
- Stage the interaction through hands-up, optional zip ties, a body search, carrying, vehicle placement, extraction, and release.
- Use Mysticky Bridge targets, Mysticky TextUI, native world text, progress, or skill-check interactions.
- Configure cash and item loot, maximum item drops, inventory capacity checks, and law-enforcement dispatch.
- Optionally allow robbery of NPC drivers and passengers.
Requirements and installation
Keep the folder name mysticky_robnpcs and install the resource after Mysticky Bridge.
- Install ziptie and scissors from [install]/ox_inventory_items.lua, [install]/qb_items.lua, or [install]/esx_items.sql.
- Add every configured reward item that is not already registered in your inventory.
- Configure framework, inventory, target, notifications, progress, skill checks, and dispatch in mysticky_bridge/config.lua.
- OneSync and Config.RequireNetworkedNpc = true are recommended for the strongest NPC validation.
ensure mysticky_bridge
ensure mysticky_robnpcsGood to know
Restart the selected inventory after adding new items, then restart mysticky_bridge and mysticky_robnpcs.
Robbery flow
- Threaten: equip an allowed weapon and aim at an eligible pedestrian, or use the initial target when aiming is disabled.
- Reaction: the server checks cooldown, police count, distance, weapon, and NPC validity before the pedestrian surrenders or fights back.
- Restrain: when zip ties are enabled, target the surrendered pedestrian and complete the configured skill check or progress interaction.
- Search: complete the separate Search pedestrian interaction. Rewards are granted only after this server-authorized step succeeds.
- Transport: carry a restrained pedestrian, place them in a free passenger seat, or pull them back out of the vehicle.
- Release: use scissors, remove restraints by hand when configured, or enable an automatic release timer.
Good to know
The initial threat and zip-tie actions never grant loot. Only the completed body-search stage can award configured rewards.
Configuration map
- Config.RequireAimingAtNpc controls whether aiming replaces the initial robbery target.
- Config.NeedWeaponToRob and Config.WeaponNeededToRob control the allowed weapon list.
- Config.PoliceRequire and Config.PoliceJobs control the on-duty police requirement.
- Config.LocalFightBack and Config.LocalFightBackItem control resistance chance and possible NPC weapons.
- Config.RobInteraction selects target, 3D text, progress, skill-check difficulty, inputs, and sequence length.
- Config.NeedItemsToRob, Config.Ziptie, and Config.Scissors control contextual restraint items and consumption.
- Config.AllowCarry, Config.AllowNpcPutInCarWhenCarry, and Config.AllowNpcDragFromCar control transport interactions.
- Config.NpcsDropItems and Config.MaximumItemDrops control reward type, amount, chance, and item-drop limits.
- Config.Dispatch and Config.DispatchChance control alert jobs, code, description, blip, priority, and probability.
Security and validation
Important robbery and reward decisions are validated by the server.
- Per-player authorization tokens and staged robbery state prevent skipping directly to rewards.
- Network ID, entity type, NPC existence, player distance, and submitted coordinates are checked when network validation is enabled.
- Allowed weapon, cooldown, police count, item possession, interaction timing, and inventory capacity are rechecked at the relevant stages.
- Rewards are generated server-side, missing inventory items are skipped, and the configured maximum item-drop count is enforced.
- Pending robbery state is cleared when a player disconnects or the resource stops.
Common fixes
- No interaction: confirm Mysticky Bridge resolved the required framework, inventory, and target integrations.
- Pedestrian cannot be validated: use OneSync networked ambient peds, or set Config.RequireNetworkedNpc = false only for a legacy local-ped population setup.
- Zip ties or scissors missing: confirm the exact item names exist in the active inventory and restart it.
- No loot: confirm the body search completed, reward item names exist, and the player has inventory capacity.
- NPCs in vehicles cannot be robbed: set Config.RobLocalVehicle = true.
- Dispatch missing: confirm the selected bridge dispatch provider is running and the configured chance is greater than zero.