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Base Raids
Base Raids lets a Crime organization or an authorized police unit attack another configured organization base. The server validates membership, duty, defender count, items, cooldowns and every looted target.
Required base setup
Open /jobconfig → Crime System → Jobs, select the organization and configure its Mainbase. The zone needs a center, radius and height that cover the intended building without including unrelated businesses or streets.
Only these targets inside the base zone participate in a raid:
| Target | Shipped behavior |
|---|---|
| Organization storage | Lootable |
| Personal lockers | Lootable |
| Heist equipment storage | Lootable |
| Drug laboratories | Lootable |
| Police organization vehicles | Included |
| Crime organization vehicles | Excluded |
| Vehicle trunks and gloveboxes | Lootable when their vehicle is included |
Items and requirements
| Attacker | Required item | Additional default rule |
|---|---|---|
| Crime organization | baseraidkit | Target must have at least 3 eligible defenders |
| Police | police_raidram and search_warrant | Police must be on duty; a valid start always consumes the warrant |
Register all three items through Inventory Items and make them obtainable through an intentional server route.
The shipped breach uses normal difficulty, requires 3 successful hits, has a 120-second breach timeout and uses a 3-metre interaction distance.
Run a first raid
Verify both organizations
Use a regular attacker and defenders from the intended organizations. Confirm the target base zone and the default minimum of three defenders.
Supply the correct items
Give a Crime attacker baseraidkit, or give an on-duty officer both police_raidram and search_warrant.
Open the raid tablet
Use /raid to open the shared raid interface. /raid start <organization> starts a direct test against the specified organization when every requirement passes.
Breach a target
Complete the breach minigame before the timeout. A successful breach unlocks only the selected, server-approved target.
Inspect and take loot
Open each intended storage or vehicle inventory. Confirm that every removed item appears once in the attacker inventory and disappears from the original target.
Finish and verify protection
Complete or stop the raid through its interface. A started session that ends with at least one unlocked target applies the shipped 24-hour protection. A started session that ends without an unlocked target uses the 15-minute cooldown. A validation failure before the session is created does not set a cooldown.
Persistence and restart behavior
Active raid state and cooldowns are saved. If the resource restarts with an active raid, the runtime closes that session and applies protection rather than reopening an unsafe partial raid.
See Gangs and Membership, Permissions, and Troubleshooting.