The Creator#
Everything an admin does happens in one window, opened with /bunkercreator. Players never see it: what they use is the laptop inside their own bunker.
Tab | What it is for |
|---|---|
Bunkers | A card per bunker: edit it, teleport to it, enable or disable it, delete a custom one, or create a new one. |
Statistics | Server-wide charts: bunker activity, mission success rates, raids, and earnings in Blaine County against Los Santos. |
Settings | Production, prices, supply items, crate loot, raid rules, the jobs that may raid, and the interior style every bunker shares. |
What a Fresh Server Opens With#
Eleven bunkers, each on the map with a blip and ready to buy, all of them teleport bunkers into the GTA Online gunrunning interior:
Bunker | Price | Bunker | Price |
|---|---|---|---|
Zancudo | $2,205,000 | Grapeseed | $2,175,000 |
Route 68 | $1,895,000 | Paleto | $1,950,000 |
Oilfields | $2,100,000 | Route 1 | $2,500,000 |
Desert | $2,350,000 | Farmhouse | $2,295,000 |
Smoke Tree | $1,750,000 | Raton | $2,150,000 |
Scrapyard | $2,450,000 |
Every one of them can be edited — price, name, picture, blips, points — or disabled from its card. They cannot be deleted; only bunkers you create can.
Two Kinds of Bunker#
Type | How it works |
|---|---|
Teleport | An entrance outside takes players into the gunrunning interior. Each bunker has its own instance, so the owner and their keyholders share it and nobody else is ever in it. The laptop, gun locker, garage and workbenches are placed inside. |
Walk-in | No interior. The bunker is a place in the open world — a warehouse, a hangar, a mapped base — with a purchase point, and the laptop, gun locker, garage and workbenches placed wherever you want them around it. |
Creating a Bunker#
Creator → Bunkers → Create Custom Bunker. The editor is split into tabs:
Tab | What you set there |
|---|---|
Information | Name, description, price, picture (a URL), the type — Teleport or Walk-In — and the blip for sale and once owned. |
Locations | Every point of the bunker, placed in the world. See below. |
Transport | The vehicle the bunker's garage gives out: Transportation Caddy 1 or the upgraded Caddy 2. |
Style · Upgrades | A preview of the interior looks, with Teleport Inside to see them. What players get is the global style set in Settings. |
Data | Export the bunker as JSON, or import one — handy for moving a bunker between servers. |
When editing an existing bunker, the editor also shows its owner and keyholders.
The points#
Press a point's button, the window closes, and a preview — a ped, a vehicle or a prop — follows where you look. Put it in place and confirm. Interior points are placed from inside the bunker, so enter it first (Teleport Inside).
Point | Where | What it is |
|---|---|---|
Entrance | Outside | Where players view, buy and enter the bunker on foot. Police breach here. |
Exit | Inside | Where players leave on foot. |
Vehicle entrance · Vehicle exit | Outside · Inside | Drive a vehicle in and it appears in the garage; drive it out the other way. |
Garage | Inside | Three spots in one go: the garage menu, where the caddy spawns, and where it is stored. |
Laptop | Inside | The bunker's management screen and the start of every mission. |
Gun locker | Inside | A private stash for weapons. |
Workbenches | Inside | As many as you like, placed one after another. G finishes the series. |
Interior location | Anywhere | Optional. Sends players to your own interior instead of the gunrunning one. |
Buy location | Walk-in only | Where a walk-in bunker is viewed and bought. On a walk-in bunker, the laptop, garage, gun locker and workbenches may stand outside. |
Key | Does |
|---|---|
E | Confirm the position. |
← → | Rotate. Hold SHIFT to turn faster. |
↑ ↓ | Turn 90°. |
G | Finish a series (workbenches). |
BACKSPACE | Cancel. |
Save, and the bunker appears on the map for everyone at once, saved to
data/bunkers.json. A new bunker defaults to $1,000,000 if no price is set.
Buying a Bunker#
A player walks to the entrance of a bunker for sale (on a walk-in bunker, its buy location) and chooses View Bunker: a card with the picture, the description, the vehicle included and the price. Confirming takes the price from the bank. A bunker has one owner at a time.
Bunker | Its blip |
|---|---|
For sale | Shown to everybody in the sale colour. |
Yours, or you hold a key | Shown in the owned colour. |
Owned by somebody else, or disabled | Hidden. |
Set Config.EnableBlips = false to hide every bunker blip.
Inside the Bunker#
The first time a bunker is entered, the GTA Online bunker cutscene plays (E skips it). After that, entering is a fade and a step inside.
Style — three interior looks, from the classic industrial Style 1 to the premium Style 3, chosen once for every bunker in Settings.
Upgrades — the gun locker room, personal quarters and a black or white shooting range, switched on in Settings.
Staff — scientists, gunsmiths and a mechanic at work.
Crates — up to 24 stacks of crates fill the floor in proportion to the stock.
Garage — Spawn Transportation Vehicle gives the bunker's caddy, with keys, to drive around the tunnels; park it on the store point to put it away.
A player who disconnects inside, or is inside when the server restarts, is put back at the bunker's entrance when they return.
The Laptop#
The bunker is run from its laptop, open to the owner and keyholders.
Page | What it is |
|---|---|
Homepage | Stock and supplies, total earnings, resupply and sale success rates, and revenue charts for the last 30 days. |
Resupply | Buy Supplies, or start the Steal Supplies mission. |
Sell Stock | Sell to Blaine County or to Los Santos. |
Manage Staff | The keyholders. |
Keyholders#
The owner adds a friend by server ID on Manage Staff — the friend must be online — and removes them from the same list. A keyholder can enter, use the laptop, the storage and the gun locker, buy supplies and run missions. Only the owner adds and removes keys, and the change applies at once.
Production#
Each bunker has its own storage, and production happens in it: on a timer, supplies are consumed and bunker_stock is made.
Setting | Default | What it does |
|---|---|---|
Conversion interval | 5 s | How often production runs, in seconds. |
Conversion rate | 1 | Units of stock made each time. |
Supplies per stock | 5 | Supply items consumed per unit of stock. |
Max stock | 100 | Production stops at this much stock. |
Max storage | 500 | How many items the bunker storage holds. Also 100% on the supplies bar. |
Buy supplies price | $15,000 | Paid from the bank to fill the storage with supplies. |
Any item listed under Supply items in Settings counts as a supply; bunker_supplies ships as the only one. Buy Supplies tops the storage up to its capacity with the first supply item.
The bunker storage is snapshotted to the database as it changes and on shutdown, and anything missing is put back on boot — so stock survives a restart even on inventories that do not keep stash contents themselves.
Missions#
Two missions start from the laptop. Only one can run on the whole server at a time, each has 30 minutes to finish, and players within 100 m can be invited to join from a picker.
A freight-train robbery for up to four players.
Plant the bombs
Four charges on the tracks near Harmony, shared out between the crew.
Take the train control
A cutscene, the freight train arrives, and the charges go off.
Cut the containers
Eight containers opened with a grinder — one of them empty — and the crates inside looted. Each crate gives the items set under Crate loot.
Bring it home
Back at the bunker entrance (a walk-in bunker: its laptop), Complete Mission moves every supply item the crew carries into the bunker storage.
All the stock leaves the storage with the crew. Each delivery point buys 15 to 35 units at the price per unit, and the money goes to whoever started the mission. What is left at the end — or at the timeout — goes back into storage.
Route | Vehicle | Price per unit | Heat per delivery |
|---|---|---|---|
Blaine County | Valkyrie helicopter | $500 | 15 |
Los Santos | Terrorbyte, meeting buyers | $750 | 20 |
On ESX the money is paid as black_money. QBCore and Qbox have no black money, so it goes to Config.SellPayoutAccount — cash by default, or bank or crypto.
To make missions depend on the police being online, set Config.MinPoliceOnline above 0 and list the jobs in Config.PoliceJobs. On QBCore and Qbox only on-duty officers count; ESX has no duty flag, so everyone with the job counts.
Config.MinPoliceOnline = 2
Config.PoliceJobs = { 'police', 'sheriff' }Workbench and Crafting#
The workbench is a 3×3 crafting grid in the Minecraft style, beside two inventories: the bunker storage and the player's own, with items moved between them by dragging. Lay the ingredients in the pattern of a recipe and the result appears. Inside a bunker, ingredients are taken from the bunker storage and the result goes back into it.
Recipes live in Config.CraftingRecipes in shared/config.lua. Each one is a result and a 3×3 pattern, read row by row; nil is an empty slot. The pattern must match slot for slot.
Config.CraftingRecipes = {
{
result = { item = 'weapon_pistol', amount = 1 },
pattern = {
{ 'bunker_supplies', 'bunker_supplies', nil },
{ 'bunker_supplies', 'bunker_supplies', nil },
{ nil, nil, nil }
}
},
-- weapon_smg (6 supplies), weapon_assaultrifle (8), weapon_pumpshotgun (5) ship too
}The gun locker is a separate private stash for the owner and keyholders.
Heat and Police Raids#
Every bunker has a heat level from 0 to 100. Crime raises it, time lowers it — 5 points an hour by default — and the higher it is, the more clearly the police can see the bunker.
Activity | Heat |
|---|---|
Stealing supplies | +15 |
Each delivery in Blaine County | +15 |
Each delivery in Los Santos | +20 |
What officers in a raid job see on their map:
Heat | Police map |
|---|---|
Below 25 | Nothing. |
25 – 49 | A wide yellow search area: Suspicious Activity (Low). |
50 – 74 | A tighter orange area. A raid is now possible. |
75 and above | A small red area: high priority. |
Breach
At the entrance of an owned bunker with enough heat, an officer chooses Breach Bunker. The breach takes 5 minutes; the officer can move but not drive or fight, and dying cancels it. The owner is alerted the moment it starts.
Raid
Once breached, any officer in a raid job can enter. While the breach or raid is on, the owner and keyholders cannot get in.
End the raid
At the exit, G ends the raid after a confirmation. The bunker's heat drops to 0, the owner is locked out for 2 hours, and the bunker cannot be raided again for 24 hours.
The jobs that may raid are set in Settings → Raid jobs, each with a minimum grade (0 is any grade). police, sheriff and fbi ship in the list. If an officer disconnects mid-breach the breach is cancelled.
Config.Raid = {
minHeatForRaid = 50, -- heat needed to breach (0-100)
breachDuration = 5 * 60, -- seconds
lockoutDuration = 2 * 60, -- minutes the owner is locked out
cooldownDuration = 24 * 60, -- minutes before the same bunker can be raided again
heatGain = {
sellBlaine = 15,
sellLosSantos = 20,
stealSupplies = 15,
},
heatDecay = { amountPerHour = 5 },
blipVisibility = { lowHeat = 25, mediumHeat = 50, highHeat = 75 },
}The Settings#
Creator → Settings. Saved to data/globalConfig.json.
Section | What it holds |
|---|---|
Production | Conversion rate and interval, max storage, the price of buying supplies. |
Selling | Price per unit in Blaine County and in Los Santos. |
Supply items | Which items count as supplies. |
Crate loot | What each train crate gives: item, minimum and maximum. |
Raid | Heat needed to raid, breach time, lockout, cooldown, heat decay per hour. |
Raid jobs | The jobs that may breach and their minimum grade. |
Global style | The interior style and upgrades every teleport bunker uses. |



