Artifact Heist - professional ESX script with custom features and optimized performance for FiveM servers Compatible with ESX framework.
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Transform your server's criminal economy with this sophisticated artifact heist system that brings museum robbery gameplay to FiveM. This isn't your typical bank job or store robbery - players must plan carefully, gather specialized equipment, coordinate with crew members, and execute precision heists to steal valuable artifacts from secured locations. The system supports both ESX and QBCore frameworks, offering one of the most elaborate and rewarding criminal activities available for serious roleplay servers.
Artifact heists create a tier of criminal activity between simple robberies and elaborate bank jobs. They require teamwork, preparation, and skill, making them perfect for organized crime groups looking for challenging content. The valuable artifacts stolen during heists can be sold through underground markets, creating a complete criminal economy loop that drives roleplay interactions between criminals, police, and black market dealers.
This comprehensive heist package includes everything needed to run professional artifact theft operations on your server. You get the complete heist mission system with multiple target locations (museums, galleries, private collections), a preparation phase requiring specific tools and equipment, security systems that must be bypassed (alarms, cameras, guards, lasers), and artifact items that can be stolen and sold.
The script includes a progressive difficulty system where more valuable artifacts have tougher security, police notification and dispatch integration when alarms are triggered, configurable cooldown timers to prevent heist farming, selling mechanics through black market dealers or fences, and complete framework integration for both ESX and QBCore. Visual elements like security cameras, laser grids, and vault displays are included to create an immersive heist experience.
Planning Phase: Criminal players gather intel about potential targets, check police presence on the server (many heists require minimum cops online), and acquire necessary equipment. Depending on configuration, they might need to purchase or craft specialized tools like laptops for hacking, thermite for cutting, or signal jammers for alarms.
Execution Phase: The crew travels to the heist location and initiates the robbery. They must overcome multiple security layers - disabling alarm systems through hacking minigames, bypassing laser grids by timing movements carefully, lockpicking secured doors, or using thermal charges on reinforced access points. Each security layer presents a different challenge requiring different skills.
Theft Phase: Once security is bypassed, criminals access the artifact displays. They must physically grab the valuable items while managing limited carry capacity and watching for time limits. Some artifacts might trigger additional alarms if removed improperly, adding tension to the theft itself.
Escape Phase: After securing the artifacts, the crew must escape before police arrive and establish a perimeter. The getaway is crucial - police will be hunting for vehicles matching descriptions, setting up roadblocks, and searching for the stolen goods. Smart criminals plan escape routes and switch vehicles.
Selling Phase: With the heat dying down, criminals locate underground dealers willing to buy stolen artifacts. These dealers offer different prices based on the artifact's value, server economy settings, and potentially the criminal's reputation. The money is laundered into usable cash, completing the heist cycle.
The script offers extensive customization to fit your server's economy and balance. Set minimum and maximum police requirements (e.g., require 3-5 cops online to prevent off-hour farming). Configure artifact values from a few thousand to hundreds of thousands depending on difficulty. Adjust cooldown timers from 30 minutes to several hours to control heist frequency. Enable or disable specific security systems (you can make some heists laser-heavy, others hacking-focused).
Customize required equipment - make high-end heists require rare or craftable items. Set team size requirements from solo-capable to mandatory 4+ person crews. Adjust minigame difficulty to match your community's skill level. Configure fence locations and payout percentages (fences typically pay 40-70% of artifact value to simulate black market prices). Set up evidence drops that police can collect for investigations.
Most heist scripts focus on banks or jewelry stores - artifact heists offer something different. The museum/gallery setting creates unique roleplay scenarios and conversations. Criminals might specialize in art theft, building reputations as sophisticated thieves rather than common robbers. The items themselves can become plot devices - a stolen ancient artifact might be the center of a detective investigation, a gang war over ownership, or a storyline about selling to a wealthy collector.
The multi-stage security system creates genuine skill progression. New criminals struggle with basic heists while experienced crews tackle high-value targets with precision. The equipment requirements force criminals to invest in their craft - buying or crafting specialized tools, learning which equipment works best for which heists, and maintaining an inventory of heist gear.
For police, artifact heists provide more interesting scenarios than typical robberies. They can investigate crime scenes, collect evidence, track down stolen items, and potentially recover artifacts before they're sold. Some servers create special detective units that specialize in art crimes, adding another layer of specialized roleplay.
Artifact heists serve as high-risk, high-reward criminal income. They're more profitable than store robberies but require more investment and risk. A successful high-tier heist might net $50,000-$200,000 split among crew members, but requires expensive equipment, successful execution, police evasion, and finding a buyer. Failed heists mean lost equipment, potential arrest, and no payout.
This creates a balanced criminal economy where success requires skill and teamwork. Solo criminals grind lower-tier activities while organized crews tackle artifacts. The cooldown systems prevent heist farming - criminals must diversify their activities rather than running the same heist repeatedly.
Beyond the mechanical gameplay, artifact heists enable rich roleplay. Criminal organizations can specialize in heists, recruiting skilled hackers, lookouts, and drivers. Underground dealers become important contacts that criminals cultivate relationships with. Police create task forces dedicated to solving high-profile thefts. Reporters might write stories about daring museum robberies. Government officials could offer rewards for artifact recovery.
Some creative servers have expanded the concept - creating collections of artifacts that unlock bonuses when complete sets are assembled, adding artifact appraisal specialists who determine values, implementing auction houses where criminals sell to the highest bidder, or creating legitimate collector roles where wealthy players legally purchase recovered artifacts.
To maintain balance, most successful servers configure artifact heists as mid-to-high tier criminal content. Make them more profitable than grinding but less reliable than legitimate businesses. Require significant police presence (3-5 officers) so heists naturally happen during peak hours when roleplay is best. Set substantial cooldowns (1-2 hours) so servers don't become artifact heist simulators. Price equipment reasonably - expensive enough to hurt when heists fail, cheap enough that criminals can afford to try.
The difficulty curve should reward skill - make basic heists accessible to learn mechanics, medium heists require coordination, and hard heists demand perfect execution. This creates progression and gives criminals goals to work toward.
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