Everon, 1989 · life/RP for Arma Reforger

Docs · Current plan

Bank robbery

docs/roadmap/scopes/crime/bank-robbery.mdEdit on GitHub

Milestone: In the tree (M1) Extends: forced entry, Money, Crime, hand-carry

Player loop

Civilians enter a bank, breach the vault, and carry cash out in bags. The haul is physical cash, not a bank-balance credit. Police are already alerted by the charge.

In scope

  • A bank is a building override: teller floor plus a vault target that uses forced entry.
  • On open, the vault spawns a config number of money bags.
  • A bag is a container of MoneyStack items. The player picks it up with the existing hand-carry. Dropping it leaves the cash in the world.
  • Bag count and cash per bag are config. The server spawns them. A client cannot ask for a larger haul.
  • Minimum police on duty, cooldown, and civilian-only use the same gates as EL_RobAction.
  • Empty vault until the cooldown refills it.

Out of scope

  • Silent drilling minigames, laser halls, or a custom vault mesh.
  • Paying the robber by depositing into their ATM account.
  • Hostage AI.

Assets

There is no bank building in the base game. The shell is {D1859197E1AB4E8A}Prefabs/Structures/Services/EL_Bank.et, which inherits Prefabs/Structures/Services/Government/MunicipalOffice_E_01/MunicipalOffice_E_01.et. It is capture-only and is not placed in the debug row. The vault is EL_Door_Base. Cash is {5439738849229352}Prefabs/Items/Currencies/MoneyStack.et. The bag is Prefabs/Items/Core/HandCarryItem_Base.et (EL_HandCarryComponent) filled with those stacks. The black-market crate mesh Assets/Props/Crates/Crate_01.xob is the world prop if the bag is dropped as a container.

Payout still goes through EL_MoneyUtils, under EL_RobAction gates. LNGC has no vault robbery. See sources.

First slice

One DebugWorld bank. Breach, take one bag, cash is in inventory, bank account balance does not change, wanted rises once.

Depends on

  • Forced entry
  • Money (EL_MoneyUtils)
  • Crime gates and wanted
  • Character hand-carry

Proof

  • Logic: payout never touches EL_BankAccount; over-capacity spawn is capped by config.
  • World: bag in hand contains the configured cash; a second breach before cooldown spawns nothing.
  • Persistence: a bag left on the ground is world loot, not a second bank balance.

Suggest a changeAll docs