Opening the Creator
A walkthrough of the visual creator — from opening the editor to saving a live, playable robbery. Quasar Robberies Creator is a node-based heist builder: you chain together triggers, actions, and conditions on a flow canvas, and the execution engine runs that flow for any player who starts the robbery.
Run the command
Type /robberycreator in chat (or whatever you set Config.Command to). You must match an allowed ace or group in Config.Permissions.
Choose how to start
Begin from a blank canvas to build from scratch, or load a template for a ready-made flow you can edit.
Build, then save
Lay out your nodes, configure each one in the properties panel, then save. Saved robberies are written to the database and become immediately playable.
💡 Tip: Most positions (peds, props, zones, cameras) can be placed live in the world from the editor, so you can stand where you want the action to happen and capture the exact coordinates.
Core Concepts
A robbery is a directed flow of nodes. Three node categories drive everything:
| Category | Role |
|---|---|
| Triggers | Start a robbery or fire mid-flow (e.g. use an item, enter a zone, kill a ped, type a command). |
| Actions | Do something in the world — spawn a ped, play a scene, run a minigame, give loot. |
| Conditions | Gate the flow — branch based on whether the player holds a weapon, carries an item, wears a bag, etc. |
Nodes are connected with edges. The engine walks the graph from the trigger outward, executing each connected node in order and following condition branches.
Triggers
A trigger is how a robbery begins or how a mid-flow event fires.
| Trigger | Starts when… |
|---|---|
| Item use | A player uses a specific inventory item. |
| Zone entry | A player walks into a defined area. |
| Command | A player types a configured command. |
| Ped death | A targeted ped is killed. |
| Shooting | A player fires a weapon in a monitored area. |
| Vehicle enter | A player enters a specific vehicle/seat. |
Actions
Actions are the building blocks of the robbery itself. The creator ships a large action library — group them to build anything from a simple store holdup to a multi-stage bank heist.
Spawn Ped, Spawn Vehicle, Entity Control, Entity Attach, Entity Visibility, Model Swap, Attach Prop, Rope Create, Door Control, Vehicle Control.
Direct Scene, Synced Scene, Zone Synced Scene, Play Cutscene, Play Scenario, Ped Task, Ped Follow Path, Ped Speech, Camera Control, Screen Fade.
Particle Effect, Explosion, Fire Control, Dynamic Light, Trigger Alarm, Play Music, Set Time, Set Weather.
Progress Bar, Skillcheck, Minigame, Player Choice, Show Objective, Show Subtitle, Player Restrict, Player Damage, Ragdoll, Timer.
Give Item, Count Item, Inventory operations, Notification, Discord Webhook.
⚠️ Important: Reward and item-check actions reference items by name. Make sure every item used in your robbery exists in your inventory.
Conditions
Conditions branch the flow. Each evaluates on the player and routes to a true or false output.
| Condition | Checks |
|---|---|
| Holding weapon | The player currently has a weapon drawn. |
| Has weapon | The player owns a specific weapon. |
| Wearing bag | The player has a bag/backpack equipped. |
| Count item | The player carries enough of a given item. |
Security Systems
Robberies can include real security obstacles, not just scripted scenes:
Multiplayer & Instances
Robberies are instanced per heist. Each running robbery gets its own state, entities, and cleanup, so multiple crews can run the same robbery in different locations without interfering.
The party system lets a player invite nearby crew members before starting, and disconnect/death handling cleans up cleanly if a participant drops.
Saving & Editing
Saved robberies persist in the database and load automatically on server start.
Reopen the creator at any time to edit an existing robbery — adjust positions, swap items, retune rewards or timing — and re-save.
Disabling a robbery keeps its design but stops it from being playable.
