Every node in the creator's library, grouped the way the palette groups them. Each node also has a Label field — the name shown on the canvas.
Who a node affects — the leader who started the robbery, the actor who did the latest step, or the whole crew — is explained in Creating a Robbery.
Triggers#
How a robbery starts. The first trigger in the graph is the start trigger and is always available in the world; a trigger placed later waits for the crew.
Node | What it does | Main settings |
|---|---|---|
Interact | A press-E prompt (or a target option) at a position. Later in the flow, the whole crew sees it and the first to press it continues. | Position, Radius, Interaction Label, Target Models — attach it to every world object of a model, such as every |
Zone Entry | Fires once when a player walks into an area. | Position, Radius, Required Player State (any, on foot, crouching, in a vehicle), Help Text. |
Item Use | Fires when a player uses an inventory item. | Item, Consume Item (removes one, on by default). |
Command | A chat command that starts the robbery. | Command (without the |
Shooting | Fires when the leader fires a weapon. Follow it with a Distance condition to limit it to an area. | — |
Ped Death | Waits for a spawned NPC to die — or, left empty, for a player death. | Ped Reference. |
Player Enters Vehicle | Fires when the leader gets into a vehicle — a spawned getaway car, or any. | Vehicle Reference. |
Zone Entry draws nothing. Add a Show Blip or Show Marker before it so players can find the area.
Conditions#
Every condition has a Yes and a No output. Unless stated, they check the leader.
Node | Yes when… | Main settings |
|---|---|---|
Police Count | Enough officers are online. Always Yes during a Test Start. | Operator, Officer Count, Jobs that count, Min Job Grade. |
Cooldown | The robbery is still on cooldown — personal, job or global. Always No during a Test Start. | — |
Has Item | The player carries the item. | Item, Operator, Count. |
Has Money | An account holds enough. | Account, Operator, Amount. |
Has Weapon | The player has a weapon equipped, or owns it in any slot. | Weapon, Check Type. |
Holding Weapon | The actor is armed — with anything, a category (melee, handgun, rifle…) or one weapon. Used to smash display cases. | Check Mode, Category, Weapon. |
Wearing Bag | The player wears a bag (clothing slot 5), or a specific one. | Specific Bag Drawable. |
Job Check | The player has a job, at or above a grade. | Job, Minimum Grade. |
Distance | The player is within a distance range of a point or a spawned entity. | Target Mode, Min / Max Distance. |
In Vehicle | The player sits in a vehicle — any, a specific one, a class, a seat. | Seat Filter, Specific Vehicle, Vehicle Class. |
Time of Day | The in-game hour is in range. Ranges across midnight (22–4) work. | From Hour, To Hour. |
Weather | The weather matches exactly, falls in a category (clear, cloudy, rainy, snowy, spooky), or differs. | Match Mode, Weather, Category. |
Check Variable | A robbery variable compares true. A variable never set counts as 0. | Variable, Operator, Compare Value. |
Random | A dice roll succeeds. | Chance (0–100%). |
Spawn#
Spawn nodes have Next and Fail outputs. Everything they create is removed when the robbery ends.
Node | What it does | Main settings |
|---|---|---|
Spawn Ped | An NPC — a clerk, a guard, a buyer. Frozen and invincible by default: turn both off for guards that fight. | Model, Position, Heading, Health, Armor, Accuracy, Weapon, Idle Behavior (none, scenario or animation). |
Spawn Prop | A world object — a chain, an electrobox, a trolley. | Model, Position, Heading, Pitch, Roll, Frozen, Collision. |
Spawn Vehicle | A vehicle — a getaway car, the buyer's van. | Model, Position, Heading, colours, License Plate. |
Door Lock · Door Unlock | Lock or unlock map doors for everyone. Unlock can re-lock itself. | Doors (in-game picker), Auto Re-lock, Re-lock Delay. |
Door Open · Door Close | Swing a door with an animation — a vault door. The flow waits for it. | Doors, Target Heading or Rotation Delta, Duration. |
Swap Model | Replace a world object's model — an intact case for a smashed one. Reverted at the end. | Target Prop, or Source and Target Model with a Location and Search Radius. |
Ped#
Make spawned NPCs move, act, speak and fight. Most take a Ped Reference; where it may be left empty, the node acts on the player instead.
Node | What it does |
|---|---|
Hands Up | The NPC surrenders for a duration. |
Flee | The NPC runs away a set distance. |
Combat | The NPC turns hostile and attacks — relationship, accuracy, range and alertness. |
Guard | The NPC holds and defends a position. |
Go To | The NPC walks, runs or sprints to a point — or drives, if in a vehicle. The flow waits until it arrives (up to a minute). |
Wander | The NPC patrols a radius. |
Follow Path | The NPC follows a list of waypoints, optionally looping and pausing at each. Without a loop, the flow waits for the end of the path. |
Scenario | A GTA scenario or an exact animation, on an NPC or on the player. Duration 0 keeps it playing and moves on; a positive duration waits for it. |
Give Weapon | Arms an NPC with a weapon and ammo. |
Speech | Plays a GTA voice line — a scream, an insult, a plea — on an NPC or the player. |
Ragdoll | Knocks a ped down for a few seconds. The flow waits. |
Appearance | Changes a clothing component on the leader — a mask, a backpack. |
Entity#
Move, attach, hide or destroy anything already spawned.
Node | What it does |
|---|---|
Rotate · Move | Smoothly turn or slide an entity over a duration. The flow waits. |
Freeze | Freeze an entity in place or give it physics back. |
Delete | Remove an entity, with an optional fade. |
Invincible | Toggle invincibility on an entity — left empty, on the whole crew. |
Visibility | Show or hide an entity, or make it see-through. |
Attach | Attach one spawned entity to another with an offset and rotation. |
Prop Attach · Prop Detach | Spawn a prop on a bone — hand, head, back, pelvis or a custom bone — and later drop or delete it. A duffel bag on the back, a drill in the hand. |
Rope | A rope between two points or two entities, thin or thick. |
Player#
Node | What it does |
|---|---|
Teleport | Move the actor or the whole party to a point, with an optional fade. |
Restrict · Unrestrict | Disable weapons, phone, leaving a vehicle, movement, melee or cover for the crew — and lift it again. Restrictions are lifted when the robbery ends. |
Damage | Hurt the actor once or over time — a burn from thermite, a shock from a panel. |
Play Animation · Stop Animation | Play an animation on the actor for a duration, optionally rooted in place. Stop clears the crew's animations. |
Outfit Save · Outfit Component · Outfit Restore | Remember the leader's outfit, change pieces of it — a heist suit, a diving outfit — and put it back afterwards. |
Scuba Enable · Scuba Disable | Give the actor breathing gear with a set air time, for underwater jobs. |
Vehicle#
Node | What it does |
|---|---|
Vehicle Lock · Vehicle Unlock | Lock or unlock a spawned vehicle. |
Engine On · Engine Off | Start or kill its engine. |
Vehicle Explode | Blow it up. |
NPC Enters Vehicle · NPC Leaves Vehicle | Seat an NPC (or the player) in a chosen seat, walking or instantly, or get them out. The flow waits. Pair with Go To for a buyer who drives off. |
Rewards#
Node | What it does | Main settings |
|---|---|---|
Give Money | Pays the leader into an account. Counted in the statistics' revenue. | Account, Amount or Random Range, Amount From Variable, Multiplier. |
Give Item | Gives the actor an item. | Item, Amount or Random Range, Amount From Variable. |
Remove Money | Takes money from the leader — a fee, a bribe. Fail when they cannot pay. | Amount, Account, Amount From Variable, Multiplier. |
Remove Item | Consumes an item — a thermal charge, a drill. Fail when it is missing. | Item, Amount or Random Range, Amount From Variable. |
Count Item | Stores how many of an item the leader carries in a variable — the first step of selling loot. | Item, Store In Variable. |
UI & Feedback#
Scenes, minigames and everything that tells the player what is going on.
Node | What it does |
|---|---|
Synced Scene | A GTA heist animation with its props — planting thermite, hacking a laptop, grabbing cash from a trolley — played by the actor, with an optional progress bar. Pick a preset and preview it where it will play. |
Direct Scene | A native synced scene with a model swap — smashing a jewellery case. |
Cutscene | A real GTA V cutscene, played to the whole crew, optionally with the players' own characters cast in it. |
Minigame | Lockpick, Thermite, Pin Cracker, Roof Running, Chopping or Word Memory, each with its own difficulty, and 1–5 attempts before Fail. |
Quick Check | The ox_lib timing circle: difficulty, number of checks, attempts. |
Progress Bar | A timed action. Cancelling it takes Fail. |
Notification | A popup — info, success, warning or error — to the crew, the actor or the leader. |
Show Subtitle · Clear Subtitle | Help text at the bottom left or a subtitle at the bottom centre, for the crew. |
Show Objective · Clear Objective | An objective line with a blip and a GPS route, for the crew. |
Show Blip · Hide Blip | A map blip with sprite, colour, scale and label. In the setup chain it is a permanent blip everyone sees. |
Show Marker · Hide Marker | A 3D marker that can bob and spin. |
Police Alert | A dispatch call through your dispatch system: message, code, subtitle, priority, image, blip. Extra fields appear for the detected dispatch. |
Discord Webhook | Posts an embed to a Discord webhook. Placeholders: |
Screen Fade | Fade the party or the actor to or from black. |
Screen Effect | A post-processing effect, a timecycle or a camera shake, for the crew. |
Camera Start · Camera Move · Camera Anim · Camera Stop | A scripted camera for the leader: place it, glide it, play a camera animation, hand control back. |
World#
Node | What it does |
|---|---|
Play Particle · Stop Particle | A particle effect at a point or on an entity's bone — sparks, smoke, a thermite burn — looped or timed, with extra effects layered. |
Explosion | One of 18 explosion types, with damage scale, sound, visibility and camera shake. |
Start Fire · Stop Fire | A spreading or gas fire. |
Sound | A GTA sound, frontend or at a position. |
Start Alarm · Stop Alarm | A looping bell or klaxon at a position, or one of GTA's building alarms. |
Start Music · Stop Music | One of GTA's heist score tracks, for the crew. |
Weather · Time | Change the weather (with a transition and a duration) or the time of day — for the crew only. Restored when the robbery ends. |
Start Light · Stop Light | A coloured light with range and intensity — an emergency light in a vault. |
Flow#
Node | What it does | Outputs |
|---|---|---|
End | Finishes the robbery as a success or a failure, records the statistic and cleans everything up. Every graph needs one. | — |
Party | Invites nearby players and waits for the leader to confirm the crew. | Next |
Wait | Pauses 1–600 seconds, fixed or random. | Next |
Set Cooldown | Starts a cooldown in minutes — personal, job or global. Skipped in a Test Start. | Next |
Set Variable | Sets, increments or decrements a number that lasts for the run. | Next |
Timer · Cancel Timer | A background countdown shown to the leader, with a warning time. The flow carries on; Timeout runs separately when it reaches zero. | Next · Timeout |
Loop · Break Loop | Repeats the Body a number of times with an optional delay; Break Loop jumps to Done early. | Body · Done |
Parallel | Runs several branches at once and continues when all have finished. | Branch 1…N · Done |
Zone | A loot area with several points, each with its own action, reward, one-shot flag and model swap. | Next, plus an exit output |
Wait Anim Event | Waits for a named event inside a playing animation — the exact frame a drill touches the box. Run it in a Parallel branch next to the scene. | Next · Fail (timeout) |
Security#
Node | What it does | Outputs |
|---|---|---|
Laser | A laser from an emitter to a target, static or sweeping across up to four points, coloured, visible or invisible. In the setup chain it is permanent, and touching it starts the robbery from Hit. | Next · Hit (first touch) |
Laser Enable · Laser Disable · Laser Destroy | Turn detection back on, off (the beam stays visible), or remove the laser for good. | Next |
Zone Monitor | A background area sensor around the leader, once or every time. | Next · Enter · Exit |
Your Own Nodes#
Actions, conditions and triggers registered from Lua appear in the category they name, next to the built-in ones, with their own fields in the properties panel. How to write one is in Commands and Exports.



