Changelog — ns-carthief
0.2.1 — 2026-10-22
- Fixed: the vehicle class came only from the player's game. For every model in the framework's shared vehicle list (Qbox / QBCore) the server now takes the class from that list, so a modified client can no longer pick an easier or more rewarding difficulty or get around the class blacklist (emergency, military, boats …). Add-on models without an entry and ESX servers work as before.
- With ns-illegal: getting into an ns-illegal theft contract car that someone else already hotwired now moves your contract on (it used to fail the contract).
- With ns-illegal: the career is asked once per lockpick / hotwire instead of two to four times.
config.lua: theConfig.Integrationsblock now sits belowConfig.Police(it had split the police comment from its table). Nothing to change in your config.
Confirmed in game (2026-10-22).
0.2.0 — 2026-10-21
- Works with ns-illegal (optional, automatic,
Config.Integrations.illegal). While ns-illegal runs, the lockpick and hotwire use the Dark Tablet career level, and every finished hotwire is reported: an ns-illegal theft contract vehicle moves that contract on to its drop-off, any other vehicle is a street theft worth career XP (daily limit in ns-illegal; stealing is never blocked, one notice when the limit is reached). Players without a Dark Tablet name get one hint and play at level 0. Restarting a car whose wires already hang out reports nothing. - The local thief XP keeps counting in the background; the minigame shows no second XP number while the career XP is on the tablet HUD. Without ns-illegal nothing changes.
- ns-core 1.0.1 (Turkish letters in player text survive every server locale).
The ns-illegal link is tested offline only, not in game yet.
0.1.0 — 2026-10-21
- Lockpick: front view of the door lock. The sweet spot of every pin stays on the server; a wrong angle stresses the pick until it snaps. Advanced lockpick bonus, difficulty tiers per vehicle class / model.
- Hotwire: five steps under the dash (unscrew the column cover, cut the wires on the wiring tag, strip, twist,
crank and let go when the engine catches). The server checks every step against its own clock and counts the
mistakes itself (wrong wires cut, missed strips, burnt starter). Electric shock, tool breaking, key hand-over,
quick restart of a vehicle that was hotwired before. Driver-seat prompt on
G. - The hotwire result (keys, engine, XP notice) is applied even when ESC closes the final animation early.
- Vehicle alarm for everyone nearby, police alert (ps-dispatch, cd_dispatch, rcore_dispatch, core_dispatch, built-in or custom) for the area, owner alert for player vehicles.
- Lockpick item take-over that keeps house robbery working (
lockpicks:UseLockpickis forwarded away from vehicles). - Thief progression (XP, level, counters) with a small minigame bonus per level.
- Art for the door, lock, picks, dash, column cover, screws, stripper and ignition (
nui/assets/*.webp); each part falls back to a code drawing when its file is missing. - Wires drawn in code for every vehicle's colours: shaded insulation with tracer stripes, bare copper with strand texture and frayed ends, cut faces; the stripped sleeve slides off and the twist step makes a real twisted pair.
/carthiefreset,/carthieftest(debug + admin; tests never reward).- Synthesised minigame sounds, English and Turkish.