Everon, 1989 · life/RP for Arma Reforger

Docs · Current plan

Hospital robbery

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

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

Player loop

Civilians rob the hospital till for cash, and breach a locked cabinet for medical supplies. The supplies are ordinary items. They become illegal only when config marks them contraband.

In scope

  • Till: the existing cash-robbery gates (civilian, cooldown, minimum police on duty), placed at the hospital, paying MoneyStack cash.
  • Cabinet: a forced-entry container. On open it spawns a config list of base-game medical items.
  • If those items are flagged contraband, police confiscation can take them (see contraband).
  • One alert per site action, not per menu refresh.

Out of scope

  • A chemistry set, precursor items, or a lab process inside the hospital.
  • Custom medical meshes.
  • Healing as a side effect of the theft. Using the items stays on the survival and medical systems.

Assets

Building: Prefabs/Structures/Military/Houses/HospitalMilitary_E_01/. Till uses EL_RobAction and MoneyStack. Cabinet loot, config, defaults:

  • Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_US_01.et
  • Prefabs/Items/Medicine/MorphineInjection_01/MorphineInjection_01.et
  • Prefabs/Items/Medicine/SalineBag_01/SalineBag_US_01.et
  • Prefabs/Items/Medicine/Tourniquet_01/Tourniquet_US_01.et

Prefabs/Items/Medical/Bandage.et is not a base-game file. It is only a matcher string in EL_Test_ShopPrices. LNGC has no hospital robbery. See sources.

First slice

One DebugWorld clinic: till pays cash, cabinet yields the configured medical prefabs, wanted rises, bank balance unchanged.

Depends on

  • Forced entry for the cabinet
  • EL_RobAction gates for the till
  • Money

Proof

  • Logic: cabinet loot is exactly the config list; a missing medical prefab logs and skips that line.
  • World: till and cabinet both work once per cooldown.

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