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Stealables & Robbery Mechanics

This resource aims to provide an immersive and authentic store robbery experience by incorporating various gameplay elements that mimic real-life scenarios

  • Multiple targets for theft, each with unique characteristics:
    • 2 different safes located in separate rooms
    • 10 locker rooms inside the main vault
    • 3 cash trolleys for quick grabs


  • Varied placement of stealables encourages exploration and decision-making
  • Players must weigh risk vs. reward when choosing targets
UltraCity Jammer (1000 Units Reach)

  • Each stealable item has a unique interaction method:
    • Safes may require cracking or explosives
    • Lockers might need lockpicking or key cards
    • Cash trolleys could involve quick grab mechanics or bag filling


  • Randomized loot values within configurable ranges
  • Possibility for rare, high-value items in certain locations
  • Risk-based rewards: harder-to-reach items potentially offer greater payouts


Synchronized Loot States & Anti-Exploit Measures

Section titled “Synchronized Loot States & Anti-Exploit Measures”
  • All stealable items’ states are synchronized across the server
  • Once an item is stolen, it’s unavailable for other players
  • Cooldown system to prevent rapid repeated interactions
  • Automatic detection and prevention of simultaneous interaction attempts