The Creator's Screens#
Everything happens in one window, opened with /robberiescreator. A rail on the left moves between four screens, and a tab in the header switches to the Settings panel (/robberiesconfig) without closing anything.
Screen | What it is for |
|---|---|
Statistics | Where the window opens. Total robberies, attempts, success rate, total and average revenue, successful versus failed attempts, and the ten latest attempts with player, robbery, reward and result. |
Robberies | Every robbery on the server as a card, searchable and filtered by category. Each card can be enabled or disabled, test-started, teleported to, edited or deleted. |
Robbery Creator | The node canvas where a robbery is built. |
Admin | What is happening right now: every robbery in progress with its leader, state and current node — with a Force End button — and every stored cooldown, global or personal, with the time left, Clear and Clear All. |
There is no robbery config file. A robbery is its node graph: police required, cooldown, crew size, blips, rewards — each one is a node you place, so two robberies can work completely differently.
How a Robbery Works#
A robbery is a flow of nodes joined by wires. The server walks it from the start trigger outward, one node at a time, and follows whichever output each node takes. Three families drive everything:
Family | Role | Outputs |
|---|---|---|
Triggers | How a robbery starts — press E at a counter, use an item, type a command, enter an area — or a moment the flow waits for later on. | One |
Conditions | A yes/no question that splits the flow: enough police, carrying a boltcutter, holding a weapon, night time. | Yes · No |
Actions | Everything that happens: spawn guards, play a scene, run a hack, open a vault, pay out, alert the police, end the robbery. | Next, plus Fail on anything the player can fail |
Four rules explain almost every flow:
Every path ends at an End node. The End node marks the robbery as a success or a failure, records the statistic and cleans everything up. A robbery without one cannot be saved.
The setup chain is public. The nodes from the start of the graph up to the first trigger — the clerk, the counter prop, the blip, the locked doors, the lasers — are created when the resource loads, for everyone, so the robbery is visible in the world before anyone starts it.
Some nodes wait. Triggers later in the flow, minigames, progress bars, scenes, waits, smooth door swings and the party invite hold the flow until the player finishes. Everything else fires and moves straight on.
Wire the Fail output. A failed hack or a cancelled progress bar follows Fail. Send it to a retry, an alarm or a failed End — a Fail with nowhere to go stops the robbery on the spot.
Starting From a Template#
Six complete heists ship inside the creator. Robbery Creator → Templates loads one onto the canvas with every node, position, security layer and reward already wired. Change anything, name it, pick a category and save — the template itself is never touched, so the same one can be loaded again for a second location.
Template | What it plays like |
|---|---|
Store Robbery | Fourteen stores, one picked at random. Doors chained shut, boltcutter entry, lasers, an electrobox thermite, a safe lockpick, loot, and a sale to a buyer. The best one to learn from. |
Fleeca Robbery | Six Fleeca branches, one picked at random. Boltcutter entry, moving lasers, electrobox thermite, two laptop hacks, the vault door, gold and cash trolleys, and a sale to a buyer. |
Blaine County Savings Bank · Intermediate | Boltcutter entry, moving and static lasers, electrobox thermite, a vault keypad hack, a thermal-charge vault room, cash piles and trolleys. |
Pacific Bank Robbery · Advanced | The big score. Thermal-charge entry, toggling and moving lasers, a laptop hack, a vault keypad hack, thermal safe doors, gold and six cash trolleys. Built for a crew. |
Vangelico Robbery · Intermediate | Boltcutter entry, static lasers, electrobox thermite, display cases smashed with a weapon in hand, a glass cutter with a lockpick, diamonds. |
Job Template | A mission-style job: guards, police and cooldown checks, a crew invite, a loot pickup, a delivery cutscene with a buyer and an NPC drive-off. A base for anything that is not a classic robbery. |
Every template opens the same way: three start peds, an Interact trigger, a Police Count check, a Cooldown check, then a crew invite. The items they need are listed in Inventory Items.
Building in the Editor#
An empty canvas offers three ways in: Start from a template, Add a trigger or Take the tour — a short guided walk through the canvas, the library, the properties panel and the validation bar. The Guide button in the header opens a searchable manual at any time.
Area | What is there |
|---|---|
Header | The robbery's name and category, Save, Templates, Import, Copy share code, Auto Layout, focus mode, undo and redo, and node search. |
Node library (left) | Over 130 nodes in twelve categories, plus your most recent ones. Click a node to place it or drag it onto the canvas. The full list is in the Node Reference. |
Canvas | Drag from an output to an input to wire two nodes. Nodes snap to a grid. |
Properties (right) | The selected node's settings. Required fields are marked — the node does nothing without them. |
Validation bar | Reads Ready to save when every check passes. Otherwise it lists each problem — no End node, paths that do not reach an End, disconnected nodes, nodes with nothing wired in, missing required settings, unwired Parallel branches — with what it means, how to fix it and a Show me button. |
Keyboard shortcuts#
Key | Does |
|---|---|
| Undo / redo. |
| Copy, cut and paste nodes — with the wires between them. |
| Duplicate the selection. |
| Search the nodes on the canvas. |
| Delete the selection. |
| Add to the selection · box-select. |
Closing the window with unsaved changes asks first. Work in progress survives the window hiding while you pick a spot in the world, but it is not kept across a closed window — save often.
Placing Things in the World#
Nothing needs to be typed as a coordinate. Every position field has a picker with several ways to fill it:
Mode | Takes the position of |
|---|---|
My Position | Where you are standing, with your heading. |
Nearest Ped · Vehicle · Object | The closest one to you — handy for a safe, a till or a door already on the map. |
Raycast (aim) | Where you aim. The window hides and a ghost of the ped, prop, vehicle, particle, animation or scene follows your crosshair. |
Copy from node | Another node's position. Teleport to these coords takes you to check one. |
Models, animations and effects are chosen from searchable libraries with a live preview on your own character or where you stand: around 270,000 animations, synced scenes with their actors and props, particle effects, sounds, screen effects, GTA cutscenes, ped and prop models, vehicles, weapons, scenarios, blips and markers. Anything can still be typed by name for addon models.
Doors#
Doors are built in — no doorlock resource is used. In a door node, press the picker and aim at the door in game: left click selects, left click again adds another leaf (double doors), ENTER confirms and right click undoes. The model, position and heading are saved.
Door Lock in the setup chain keeps a bank shut for everybody until the robbery opens it.
Door Unlock can re-lock itself after a delay.
Door Open and Door Close physically swing a door — a vault door, a gate — and players who join late see it in the right place.
When the robbery ends, every door goes back to how it was before.
The Crew#
The Party node turns a solo robbery into a crew job. The player who started it — the leader — invites players within a radius, and the flow waits until they confirm. Min and Max Players decide the crew size; a crew below the minimum cannot confirm.
Inside a crew robbery, nodes act on one of three audiences:
Audience | Who it is | Typical nodes |
|---|---|---|
Leader | The player who started the robbery. | Give Money, Remove Money, Has Item, Police Alert, cameras, statistics. |
Actor | Whoever did the latest step — pressed the prompt, ran the hack, played the scene. | Give Item, minigames, progress bars, scenes, animations, Holding Weapon. |
Crew | Everybody in the robbery. | Notifications (by default), objectives, subtitles, screen fades, weather, music, lasers, restrictions. |
An Interact trigger later in the flow shows its prompt to the whole crew: the first one to press it continues the robbery and becomes the actor. That is how one member hacks while another loots.
Police, Cooldowns and Rewards#
Police#
Police Count answers Yes when enough players with the listed jobs — and, optionally, a minimum grade — are online. The jobs are set on the node itself, so one robbery can require two officers and another five SWAT. Police Alert sends the dispatch call, to the jobs in Settings → Police.
Cooldowns#
Set Cooldown starts a timer in minutes with one of three scopes. The Cooldown condition checks it — Yes means the robbery is still on cooldown, so wire Yes to a refusal and No onward.
Scope | Locks |
|---|---|
Personal | Just the leader. |
Job | Everyone with the leader's job — a gang or a crime family. |
Global | The robbery itself, for every player. |
Cooldowns are stored in the database and survive restarts unless Settings → Gameplay says otherwise. Clear them from the Admin screen or with /robberies_clearcooldown.
Rewards#
Give Money pays an account (cash, bank, black money…) to the leader; Give Item hands an item to the actor. Both take a fixed amount, a random range, or an amount read from a variable — so a Count Item → Remove Item → Give Money chain with a multiplier buys loot from the player at a price per piece, which is how every template's buyer works. Each reward node pays once per run, and every amount is capped at 10,000,000.
The Zone node is the shortcut for loot rooms: several points in one area, each with its own action (progress bar, synced scene, minigame or quick check), its own money or item reward, and an optional model swap — an empty trolley after it is looted.
Security#
Tool | How it works |
|---|---|
Lasers | A beam from an emitter to a target, static or sweeping between up to four points with random timing, visible or invisible. Touching one fires its Hit output — an alarm, a police alert, a failure. Enable, disable or destroy them later, after a hack. |
Minigames | Lockpick, Thermite, Pin Cracker, Roof Running, Chopping and Word Memory, with up to five attempts before Fail. Quick Check is the timing circle. |
Zone Monitor | A background sensor with Enter and Exit outputs that run alongside the main flow — a restricted room, a getaway perimeter. |
Timer | A countdown on screen with a Timeout output — the police are coming in three minutes. Cancel Timer stops it. |
Alarms | Bells and klaxons at any position, or one of GTA's twelve building alarms, looping until stopped or the robbery ends. |
Testing a Robbery#
Turn on development mode
/robberiesdevmakes every minigame and quick check pass on its own, for you only, until you type it again or disconnect.Test Start
On the robbery's card. The robbery starts right where you stand, as if you used its start trigger. Police and cooldown checks pass and no cooldown is set; item checks still apply. Teleport to robbery start takes you to the real entry instead.
Watch it run
With the editor open on that robbery, each node lights up as it fires and turns red when it fails, so you see exactly where a flow stops.
Saving, Enabling and Sharing#
Save needs a name and a category, and a flow that passes validation. The robbery is live immediately — no restart.
Saving, disabling or deleting a robbery reloads it, which ends any run of it in progress. Edit live robberies when nobody is inside.
A disabled robbery keeps its design but disappears from the world: no peds, no prompt, no blip.
Copy share code puts the whole robbery on your clipboard as a text code starting with
QSROB1:. Import on another server loads it onto the canvas to review and save — the easy way to move robberies from a test server to production, or to share them with the community.
Matrix#
Matrix is Quasar's shared library of robberies, built into the creator. Publish a robbery on quasar-store.com, or install one that another server made. A robbery from Matrix arrives with its whole node graph — triggers, security, loot and escape — and happens exactly where its author built it (the GTA map is the same on every server), so installing asks no questions.
Open it from the creator's rail: /robberiescreator → Matrix. Anyone who can open the creator can open Matrix; what they can do there depends on their Matrix role (below).
Tab | What it is for |
|---|---|
Explore | Browse and search what other servers shared, sorted by Popular, New, Top rated or Updated. Each robbery's page draws its node flow, with its photos, steps, police needed, versions and reviews. |
Library | Every robbery made on this server: what is live on Matrix, what is waiting for review and what is not shared yet. You publish and manage your robberies here. |
Installed | The robberies this server installed from Matrix, and whether their authors have published a newer version. |
Server | The server's link to Matrix and the staff who can install and publish. |
Linking the server#
Installing and publishing go through the server's link to Matrix. You do this once:
Link this server
In the Server tab press Link this server. Open the address it shows on quasar-store.com and enter the code. Whoever links the server becomes its owner.
Link each person of the staff
Each person opens Matrix in game, presses Link my account and enters their own code the same way. They join as Member; the owner gives them a role in the Server tab.
One link serves every Quasar script on the server: if another Quasar script is already linked, Robberies Creator uses the same link.
Role | Can |
|---|---|
Member | Install, rate and report robberies. |
Publisher | Everything a Member can, plus publish and manage their own robberies. |
Admin | Everything a Publisher can, plus manage the people below Admin. |
Owner | Everything, including unlinking the server and handing it over. |
Installing a robbery#
Find it in Explore, or paste its quasar-store.com link (or its id) in Library → Install from a link.
Open it to see its flow, photos, stats, versions and reviews. Set a waypoint marks where it happens on your map.
Press Install. Matrix checks the robbery against your server first and warns you about any items, jobs, accounts or custom nodes it uses that your server does not have.
It is added to Robberies disabled. Open it in the editor, check its items, jobs, police count and cooldowns, then enable it on its card.
Installed lists everything you installed and marks a copy that was edited or deleted here. Check for updates shows which robberies have a newer version from their author, and Update brings it in.
Publishing a robbery#
You need the server linked, your own account linked, and the Publisher role or higher.
Take photos (optional)
A robbery's page already draws its node flow, so photos are optional — up to 4, and the first one is the cover. Go to where it starts, frame the shot and press the camera button in the editor's top bar, or Take photos in Library. The panel hides while the photo is taken. Photos need
screenshot-basic.Share it
In Library, pick a robbery marked Not shared and press Share. Give it a title, a one-line summary, a description, tags, a version and who can see it: Public (everyone), Unlisted (anyone with the link) or Private (only you). Matrix checks the robbery first: Discord webhooks are always left out, and custom nodes are flagged because they only work on servers that have them.
Wait for the review
Quasar reviews your first 3 versions before they show on Matrix.
Changed the robbery later? Open it in Library and publish a New version. From the same place you can edit its page, change who can see it, or Remove from Matrix.
Troubleshooting#
Problem | Fix |
|---|---|
"The photo needs screenshot-basic, and it is not started" | Install and start |
"Link this server first" or "Link your own account first" | In the Server tab, link the server, then your own account. |
"Your role on this server does not allow it." | Ask the owner or an admin to make you Publisher. |
"It contains private data (a webhook or an identifier)" | Remove the value at the path it names, then publish again. |
"The robbery is damaged or too big to install" | The package cannot be read, or has more nodes than a robbery may carry. Ask its author for a new version. |
"It needs a newer version of this script" | It was made with a newer Robberies Creator. Update the script from the CFX Portal. |
"This server moved" | The server changed host or license key. The owner presses Move it here in the Server tab. |
Variables and Logic#
For anything beyond a straight line, the Flow category has the tools:
Set Variable and Check Variable — numeric counters that last for the run: hacks completed, trolleys looted, alarms tripped.
Random — a percentage chance, for a guard who sometimes fights back or a vault that sometimes holds diamonds.
Parallel — several branches at once, with Done when they have all finished: two laptops hacked by two players.
Loop and Break Loop — repeat a body a number of times.
Wait — a fixed or random pause.
Need something the library does not have? Your own Lua nodes appear in the palette next to the built-in ones. See Commands and Exports.



