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== How to use CE ==
== How to use CE ==


`CE` means `Criminal Event`. Use `/ce` to see the current event, timer, and how many criminals and cops are inside. Use `/ce update` or `/crimevent update` to keep the Criminal Event display on the bottom right, for example `SAB 6 min | 0 v 0`.
`CE` means `Criminal Event`. Use `/ce` to see the current event, timer, and how many criminals and cops are inside. Use `/ce update` or `/crimevent update` to keep the Criminal Event display on the bottom right. Before an event it shows the time to the start, for example `SAB 6 min | 0 v 0`.


Criminals can still enter a Criminal Event after taking damage. Before it starts, they can leave through the blue marker. Once it starts, they cannot leave normally, regardless of wanted status. Gangsters switch to `Criminal` on entry by default; the `Automatically Become Criminal In Criminal Events` setting can turn this off.
Criminals can still enter a Criminal Event after taking damage. Before it starts, they can leave through the blue marker. Once it starts, they cannot leave normally, regardless of wanted status. Gangsters switch to `Criminal` on entry by default; the `Automatically Become Criminal In Criminal Events` setting can turn this off.
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== Player rules and limits ==
== Player rules and limits ==


<div class="cit-table-scroll">
<div class="cit-table-scroll" style="max-width:100%;overflow-x:auto;">
{| class="wikitable"
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! Rule
! Rule
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== Rewards and damage ==
== Rewards and damage ==


Criminals fight police over the event objective. Killing a cop in CE gives `2,000 RP` with no assist or `1,700 RP` when assisted. The assister receives `300 RP` and `40%` of the drug reward. Escaping gives `$15,000`.
Criminals fight police over the event objective. Killing a cop in CE gives `2,000 RP` with no assist or `1,700 RP` when assisted. The assister receives `300 RP`. Escaping gives up to `$26,450` and `10` of each drug before VIP, with lower reward steps and partial-escape rules.


CE kill rewards are split equally between the top `4` damagers of a killed player. A top kill tie in CE or AR is decided by highest damage. CE top killers and top damagers need to be enabled in `/settings`.
CE kill rewards are split equally between up to `4` damagers of a killed player, rounded up. A top kill tie in CE or AR is decided by highest damage. CE top killers and top damagers need to be enabled in `/settings`.
 
A criminal's cop kill pays $12,000 and 15 of each drug on the lowest step, then $12,600 and 16, $13,201 and 17, or $13,800 and 18. VIP increases cash by 20%, so the top step pays $16,560 with VIP. On the top step with VIP, 2 damagers receive $8,280 and 9 of each drug, 3 receive $5,520 and 6, and 4 receive $4,140 and 5. Without VIP the cash shares are $6,900, $4,600, and $3,450. Cops receive 10 of each drug per criminal kill, split to 5, 4, or 3 each with 2, 3, or 4 damagers.
 
Hourly Double Earnings doubles kill and escape cash and drugs, first blood, and police damage drugs, but not police damage cash or top damage bonuses. Over the earn limit, event cash is cut to 10% and drugs are not paid; top damage bonuses are exempt.
 
The top 3 damagers of each side receive $9,000, $6,000, or $3,000. These bonuses are unchanged by VIP, hourly Double Earnings, or the earn limit.
 
First blood gives 8 of each drug to the player who gets the first kill, cop or criminal. The first kill is announced in green at the top of the screen: `<player name> got first blood!`


== Medics ==
== Medics ==


Medics are invisible to criminals and cops inside Criminal Events. They can heal while standing or crouched. The Info Board at the bottom left shows healing progress.
Medics are invisible to criminals and cops inside Criminal Events. They can heal while standing or crouched. The Info Board at the bottom right shows healing progress.


== CE codes ==
== CE codes ==


<div class="cit-table-scroll">
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{| class="wikitable"
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! Code
! Code
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== Join and Track ==
== Join and Track ==


<div class="cit-table-scroll">
<div class="cit-table-scroll" style="max-width:100%;overflow-x:auto;">
{| class="wikitable"
{| class="wikitable"
! Need
! Need
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| [[CITPhone]] > [[Event Times]]
| [[CITPhone]] > [[Event Times]]
|-
|-
| Leave your current event
| Leave the CE
| `/leaveevent`
| Blue marker before it starts; `/kill` is the manual exit after it starts
|}
|}
</div>
</div>
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== Code notes ==
== Code notes ==


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== Rewards and Limits ==
== Rewards and Limits ==


<div class="cit-table-scroll">
<div class="cit-table-scroll" style="max-width:100%;overflow-x:auto;">
{| class="wikitable"
{| class="wikitable"
! Action or rule
! Action or rule
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|-
|-
| Escaping as a criminal
| Escaping as a criminal
| `$15,000`
| Up to `$26,450` (`$31,740` with VIP) and `10` of each drug; DFR and partial escapes differ
|-
|-
| CE and AR timing rule
| CE and AR timing rule
| An AR will not start when a CE is due within `4` minutes; an AR can start `3` minutes after the CE is initiated
| An AR will not start when a CE is due within `4` minutes; an AR can start `3` minutes after the CE is initiated
|-
|-
| Van [[Heist]] cycle
| Van Heist cycle
| [[Van Heist]] happens every `4th CE`
| [[Van Heist]] happens every `4th CE`
|}
|}
</div>
</div>
CIT does not use medkits for healing in Criminal Events. Use the Info Board at the bottom left to track medic progress.
CIT does not use medkits for healing in Criminal Events. Use the Info Board at the bottom right to track medic progress.


<!-- CIT-20260430-CATCHUP-START -->
<!-- CIT-20260430-CATCHUP-START -->
== Related notes ==
== Related notes ==


 
* A CE appears on the Rapid Transport map from the <code>3</code> minute warning until it starts. The warning is a purple message at the top of the screen, for example <code>Criminal Event (PB) will begin in 3 minutes.</code>
* A CE appears on the Rapid Transport map from the <code>3</code> minute warning until it starts.
* Criminal Event first blood gives <code>8</code> of each drug.
* Criminal Event first blood gives <code>8</code> of each drug.
* Criminal winners have a <code>10</code> second exit delay and can use the skydive escape.
* Criminal winners have a <code>10</code> second exit delay and can use the skydive escape.
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* Being ejected from a Criminal Event for idling kills you.
* Being ejected from a Criminal Event for idling kills you.
* Players cannot enter a <code>Criminal Event</code> after it has been running for <code>5</code> minutes.
* Players cannot enter a <code>Criminal Event</code> after it has been running for <code>5</code> minutes.
* <code>CE</code> kill rewards are split equally between the top <code>4</code> damagers of a killed player.
* <code>CE</code> kill rewards are split equally between up to <code>4</code> damagers of a killed player, rounded up.
* Most <code>Criminal Events</code> allow up to <code>7</code> player imbalance, while indoor <code>Criminal Events</code> only allow <code>1</code> player imbalance.
* Most <code>Criminal Events</code> allow up to <code>7</code> player imbalance, while indoor <code>Criminal Events</code> only allow <code>1</code> player imbalance.
* <code>DL2</code>, last tops, and <code>APB</code> players are exempt from <code>Criminal Event</code> team balance.
* <code>DL2</code>, last tops, and <code>APB</code> players are exempt from <code>Criminal Event</code> team balance.
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<!-- CIT-20260430-CATCHUP-END -->
<!-- CIT-20260430-CATCHUP-END -->


<!-- CIT-20260430-PROP-CE-START -->
<!-- CIT-20260430-PROP-CE-START -->
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When a player enters a Criminal Event, their personal vehicle is hidden automatically.
When a player enters a Criminal Event, their personal vehicle is hidden automatically.


Criminal Medics are invisible while inside a Criminal Event. They can heal standing and crouched players, and the Info Board shows heal statistics.
Criminal Medics are invisible while inside a Criminal Event. They can heal while standing or crouched, and the Info Board shows heal statistics.
<!-- CIT-20260430-PROP-CE-END -->
<!-- CIT-20260430-PROP-CE-END -->


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== Joining and result displays ==
== Joining and result displays ==


Enter through the green marker and wait in the staging area. When the gate opens, the objective is to eliminate the attending Police side. Entering gives <code>Capital Felony Armed Robbery</code> and <code>60 Wanted Points</code>.
Enter through the green marker and wait in the staging area behind the gate. When the gate opens, criminals see the top message <code>To win you must kill all the police that are in attendance.</code> At the same time they receive <code>Capital Felony Armed Robbery</code> and <code>60 Wanted Points</code>.
 
During a running event, the status can read <code>VH Running | 13 v 2</code>: criminals are on the left and police on the right. The participant line reads like <code>K: 3 A: 2 D: 1403</code> for kills, assists, and damage.


The HUD uses <code>K</code> for kills, <code>A</code> for assists, and <code>D</code> for damage. With <code>1</code> minute of anti rush remaining, the event warns that anti rush protection will be disabled in <code>1</code> minute. After dying, re-entry normally takes <code>80</code> seconds. It takes <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count. Personal and public result fields appear when the event ends.
With <code>1</code> minute of anti rush remaining, the event warns that anti rush protection will be disabled in <code>1</code> minute. After dying, re-entry normally takes <code>60</code> seconds. It takes <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count. Personal and public result fields appear when the event ends.


During the <code>10</code> second exit delay, press <code>N</code> for the skydiving exit.
During the <code>10</code> second exit delay, press <code>N</code> for the skydiving exit.
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== Re-entry after death ==
== Re-entry after death ==


The normal post-death re-entry cooldown is <code>80</code> seconds. It is reduced to <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count. The entrance and <code>/ce</code> show the remaining time.
The normal post-death re-entry cooldown is <code>60</code> seconds. It is reduced to <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count. The entrance and <code>/ce</code> show the remaining time.


<!-- CIT-20260826-KB-CATCHUP -->
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Cops receive Arrest Points equal to <code>20%</code> of their damage in a Criminal Event.
Cops receive Arrest Points equal to <code>20%</code> of their damage in a Criminal Event.


When a Criminal Event ends, cops receive <code>$5</code> for each point of damage they dealt. Criminals do not receive this damage payment.
When a Criminal Event ends, cops receive <code>$5</code> for each point of damage they dealt, plus <code>10</code> of a random drug (Crack, God, LSD, Speed, or Steroids) for each full <code>1,000</code> damage, capped at <code>40</code>. Criminals receive no damage cash or drugs.


<!-- CIT-20260903-BATCH5-CE -->
<!-- CIT-20260903-BATCH5-CE -->
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* Firing a weapon during the last <code>8</code> seconds blocks entry.
* Firing a weapon during the last <code>8</code> seconds blocks entry.
* Before the event begins, leave through the blue marker. After it begins, the only manual exit is <code>/kill</code>.
* Before the event begins, leave through the blue marker. After it begins, the only manual exit is <code>/kill</code>.
* The normal post death re-entry time is <code>80</code> seconds. It becomes <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count.
* The normal post death re-entry time is <code>60</code> seconds. It becomes <code>40</code> seconds when your side has fewer than <code>60%</code> of the opposing side's player count.


== Anti rush and balance ==
== Anti rush and balance ==
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== Criminal rewards ==
== Criminal rewards ==


* A cop kill gives <code>2,000 RP</code> with no assist or <code>1,700 RP</code> when assisted. The assister gets <code>300 RP</code> and <code>40%</code> of the drug reward.
* A cop kill gives <code>2,000 RP</code> with no assist or <code>1,700 RP</code> when assisted. The assister gets <code>300 RP</code>. Kill cash and drugs are split equally among up to <code>4</code> damagers, rounded up.
* Criminals receive <code>10g</code> of one random drug for every <code>1,000</code> damage, up to <code>40g</code>.
* Criminals receive no cash or drugs per damage point. They receive <code>1 RP</code> per <code>4 HP</code> of damage.
* First blood gives <code>8</code> of each drug.
* First blood gives <code>8</code> of each drug.
* A criminal winner receives the escape cash, RP, and <code>5</code> of each drug, then can leave through the normal spawn or skydive exit.
* A criminal winner receives the applicable escape cash, RP, and drugs, then can leave through the normal spawn or skydive exit.
 
The escape reward has four steps: `$23,000` and `8` of each drug; `$24,150` and `9`; `$25,301` and `9`; `$26,450` and `10`. With VIP the cash is `$27,600`, `$28,980`, `$30,361`, and `$31,740`. Drug Factory Raid gives no escape cash and gives `28` of each drug at the top step.
 
Some escapes pay only `25%`: at the top step `$6,613` (`$7,935` with VIP) and `3` of each drug, or `7` in DFR. It usually goes to criminals who got no kill reward in that event. It is also what most criminals get when an event ends after about `1` minute. Returning after a death gives a partial escape reward.


== Combat and medic rules ==
== Combat and medic rules ==
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== Damage rewards after arrest ==
== Damage rewards after arrest ==


Damage and kill rewards are paid when the event ends, including if you were arrested. Death still has the hospital cost of about <code>$2,000</code> and loses the escape reward. If the event has been running for less than <code>5</code> minutes, you can reenter after the reentry cooldown.
Kill cash and drugs are paid immediately at the kill. Police damage pay and top damage bonuses arrive when the event ends, even if you were arrested. Dying costs the normal hospital fee and loses the escape reward if you do not return. If you return, the escape reward is partial. Re-entry is possible only before the event has run for <code>5</code> minutes and after the re-entry cooldown.


== Event notifications and results ==
== Event notifications and results ==
Chat reports <code>&lt;Side&gt; won the Criminal Event (&lt;code&gt;). Win Streak: &lt;n&gt; Top Killers:</code> followed by <code>Top Damagers and Healers:</code>, with names and numbers.
After a Criminal Event, your screen shows your own results, for example <code>Well done, you got 3 kills this criminal event!</code>, <code>You did 1403 damage this criminal event!</code> and <code>You got 2 assists this criminal event!</code>


Open <code>/settings &gt; Interface &gt; TOP MESSAGES</code> and set <code>Criminal Event Notifications</code> to <code>No</code> to hide the message that a Criminal Event will start soon. The default is <code>Yes</code>.
Open <code>/settings &gt; Interface &gt; TOP MESSAGES</code> and set <code>Criminal Event Notifications</code> to <code>No</code> to hide the message that a Criminal Event will start soon. The default is <code>Yes</code>.
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Criminal winners have a <code>10</code> second exit delay. Press <code>N</code> by default during that delay to use the skydive escape. To check or change this key, find <code>CE Sky Dive Escape Key</code> under <code>Job / Activity Binds</code> in <code>/sbinds</code> or <code>/settings &gt; Binds</code>.
Criminal winners have a <code>10</code> second exit delay. Press <code>N</code> by default during that delay to use the skydive escape. To check or change this key, find <code>CE Sky Dive Escape Key</code> under <code>Job / Activity Binds</code> in <code>/sbinds</code> or <code>/settings &gt; Binds</code>.
The prompts are <code>You have won the criminal event, you will be warped out in 10 seconds.</code> and <code>Press 'N' for a sky diving escape.</code>


== See also ==
== See also ==

Latest revision as of 01:25, 12 October 2026


Criminal Event

Criminal Events, usually called CEs, are public events where criminals and police fight over an objective like a robbery, raid, or special scenario.

CnR fight outside an event area
CnR fight outside an event area.

CEs are different from Armed Robberies. Armed Robberies take place at fixed locations and start by aiming at a robbery ped. Criminal Events use the CE event timer and flow.

How to use CE

CE means Criminal Event. Use /ce to see the current event, timer, and how many criminals and cops are inside. Use /ce update or /crimevent update to keep the Criminal Event display on the bottom right. Before an event it shows the time to the start, for example SAB 6 min | 0 v 0.

Criminals can still enter a Criminal Event after taking damage. Before it starts, they can leave through the blue marker. Once it starts, they cannot leave normally, regardless of wanted status. Gangsters switch to Criminal on entry by default; the Automatically Become Criminal In Criminal Events setting can turn this off.

Player rules and limits

Rule Value
Anti rush 3 minutes
Projectile cooldown 60 seconds
CE time limit 15 minutes
Next CE Starts 10 minutes after the last CE ends
Warning before time limit 2 minutes before the limit
AR timing around CE An AR is blocked when a CE is due within 4 minutes; it can start 3 minutes after the CE is initiated.
Damage reputation 1 RP for each 4 HP of damage

CEs give armor when they start and when they end. Late entrants get a reward based on the percentage of event time they spent inside.

Rewards and damage

Criminals fight police over the event objective. Killing a cop in CE gives 2,000 RP with no assist or 1,700 RP when assisted. The assister receives 300 RP. Escaping gives up to $26,450 and 10 of each drug before VIP, with lower reward steps and partial-escape rules.

CE kill rewards are split equally between up to 4 damagers of a killed player, rounded up. A top kill tie in CE or AR is decided by highest damage. CE top killers and top damagers need to be enabled in /settings.

A criminal's cop kill pays $12,000 and 15 of each drug on the lowest step, then $12,600 and 16, $13,201 and 17, or $13,800 and 18. VIP increases cash by 20%, so the top step pays $16,560 with VIP. On the top step with VIP, 2 damagers receive $8,280 and 9 of each drug, 3 receive $5,520 and 6, and 4 receive $4,140 and 5. Without VIP the cash shares are $6,900, $4,600, and $3,450. Cops receive 10 of each drug per criminal kill, split to 5, 4, or 3 each with 2, 3, or 4 damagers.

Hourly Double Earnings doubles kill and escape cash and drugs, first blood, and police damage drugs, but not police damage cash or top damage bonuses. Over the earn limit, event cash is cut to 10% and drugs are not paid; top damage bonuses are exempt.

The top 3 damagers of each side receive $9,000, $6,000, or $3,000. These bonuses are unchanged by VIP, hourly Double Earnings, or the earn limit.

First blood gives 8 of each drug to the player who gets the first kill, cop or criminal. The first kill is announced in green at the top of the screen: <player name> got first blood!

Medics

Medics are invisible to criminals and cops inside Criminal Events. They can heal while standing or crouched. The Info Board at the bottom right shows healing progress.

CE codes

Code Meaning
PDR PD Raid
MFR Meat Factory Robbery
DFR Drug Factory Raid
CAS Casino
MDM Madd Dogs Mansion
BR Bank Robbery
NC Nightclub
HO Hotel
SAB San Andreas Bank
MBR Military Base Raid
SM Super Market
APR Airport Robbery
TSR Train Station Robbery
CMR City Mall Robbery
PB Prison Break
SR Ship Robbery
AHR Airport Hangar Robbery
VH Van Heist

VH in a CE means Van Heist. DS means Drug Shipment in Armed Robbery codes; it is not listed among current Criminal Event codes.

Join and Track

Need What to use
Check the current CE and timer /ce
Mark the active CE Press N after opening /ce
Keep CE info on screen /ce update
See upcoming event times CITPhone > Event Times
Leave the CE Blue marker before it starts; /kill is the manual exit after it starts

/ce shows the current CE, how many seconds are left before it starts, and how many criminals and cops are inside.

How it works

Criminals fight police and try to complete the event objective. Unlimited players can join.

Gangsters are switched to Criminal when they enter a Criminal Event by default. The Automatically Become Criminal In Criminal Events setting can turn this off.

Criminals can earn RP for killing cops inside the event. Escaping gives cash, and winning can give cash, RP, and sometimes drugs.

Code notes

Code Event
PDR PD Raid
MFR Meat Factory Robbery
DFR Drug Factory Raid
CAS Casino
MDM Madd Dogs Mansion
BR Bank Robbery
NC Nightclub
HO Hotel
SAB San Andreas Bank
MBR Military Base Raid
SM Super Market
APR Airport Robbery
TSR Train Station Robbery
CMR City Mall Robbery
PB Prison Break
SR Ship Robbery
AHR Airport Hangar Robbery
VH Van Heist

Rewards and Limits

Action or rule Value
Killing a cop in a CE 2,000 Reputation Points without an assist; 1,700 when another criminal assists, with 300 for the assister
Escaping as a criminal Up to $26,450 ($31,740 with VIP) and 10 of each drug; DFR and partial escapes differ
CE and AR timing rule An AR will not start when a CE is due within 4 minutes; an AR can start 3 minutes after the CE is initiated
Van Heist cycle Van Heist happens every 4th CE

CIT does not use medkits for healing in Criminal Events. Use the Info Board at the bottom right to track medic progress.

Related notes

  • A CE appears on the Rapid Transport map from the 3 minute warning until it starts. The warning is a purple message at the top of the screen, for example Criminal Event (PB) will begin in 3 minutes.
  • Criminal Event first blood gives 8 of each drug.
  • Criminal winners have a 10 second exit delay and can use the skydive escape.
  • CE anti rush or re entry messages can appear.
  • Being ejected from a Criminal Event for idling kills you.
  • Players cannot enter a Criminal Event after it has been running for 5 minutes.
  • CE kill rewards are split equally between up to 4 damagers of a killed player, rounded up.
  • Most Criminal Events allow up to 7 player imbalance, while indoor Criminal Events only allow 1 player imbalance.
  • DL2, last tops, and APB players are exempt from Criminal Event team balance.
  • Everyone is ejected outside when a Criminal Event ends.
  • Criminals can be sent to one of two random exit spots after a Criminal Event ends.


Event limit and medics

At the 15 minute limit, all players are ejected outside instead of being killed. A warning appears 2 minutes before the limit.

When a player enters a Criminal Event, their personal vehicle is hidden automatically.

Criminal Medics are invisible while inside a Criminal Event. They can heal while standing or crouched, and the Info Board shows heal statistics.

Current entry and equipment limits

The Criminal Event limit is 15 minutes. At the limit, cops and criminals are ejected outside instead of killed, with a warning 2 minutes before the limit.

  • Jetpack cannot be used in the Criminal Event dimension. Minigun can be used there.
  • Personal vehicle recovery is disabled in the entrance safe zone.
  • You cannot enter if you fired a weapon within the last 8 seconds.
  • Your personal vehicle is hidden automatically when you enter.

Before the event starts, leave through the blue marker. After it starts, /kill is the manual way to exit.

Joining and result displays

Enter through the green marker and wait in the staging area behind the gate. When the gate opens, criminals see the top message To win you must kill all the police that are in attendance. At the same time they receive Capital Felony Armed Robbery and 60 Wanted Points.

During a running event, the status can read VH Running | 13 v 2: criminals are on the left and police on the right. The participant line reads like K: 3 A: 2 D: 1403 for kills, assists, and damage.

With 1 minute of anti rush remaining, the event warns that anti rush protection will be disabled in 1 minute. After dying, re-entry normally takes 60 seconds. It takes 40 seconds when your side has fewer than 60% of the opposing side's player count. Personal and public result fields appear when the event ends.

During the 10 second exit delay, press N for the skydiving exit.

Re-entry after death

The normal post-death re-entry cooldown is 60 seconds. It is reduced to 40 seconds when your side has fewer than 60% of the opposing side's player count. The entrance and /ce show the remaining time.

Idle ejection

The maximum idle time in a Criminal Event is 2 minutes. A player ejected for idling dies instead of using the ejection to escape. Standing still while actively aiming does not trigger the idle ejection.

Police damage rewards

Cops receive Arrest Points equal to 20% of their damage in a Criminal Event.

When a Criminal Event ends, cops receive $5 for each point of damage they dealt, plus 10 of a random drug (Crack, God, LSD, Speed, or Steroids) for each full 1,000 damage, capped at 40. Criminals receive no damage cash or drugs.

Entry and exit rules

  • /ce shows the current event, time left, player counts, last winner, and current win streak.
  • You can enter only when the event begins within the next 6 minutes. Entry closes after the event has run for 5 minutes.
  • Entering an active event gives 3 seconds of spawn protection. You cannot aim or fire during that protection.
  • Firing a weapon during the last 8 seconds blocks entry.
  • Before the event begins, leave through the blue marker. After it begins, the only manual exit is /kill.
  • The normal post death re-entry time is 60 seconds. It becomes 40 seconds when your side has fewer than 60% of the opposing side's player count.

Anti rush and balance

Anti rush lasts 3 minutes. Triggering it warps the player back, or kills the player when HP is below 30. A warning appears with 1 minute remaining.

Most events allow a team difference of up to 7 players. Indoor events allow a difference of 1. Donator Level 2 players, the top killers and damagers from the previous CE, and APB players are exempt.

Criminal rewards

  • A cop kill gives 2,000 RP with no assist or 1,700 RP when assisted. The assister gets 300 RP. Kill cash and drugs are split equally among up to 4 damagers, rounded up.
  • Criminals receive no cash or drugs per damage point. They receive 1 RP per 4 HP of damage.
  • First blood gives 8 of each drug.
  • A criminal winner receives the applicable escape cash, RP, and drugs, then can leave through the normal spawn or skydive exit.

The escape reward has four steps: $23,000 and 8 of each drug; $24,150 and 9; $25,301 and 9; $26,450 and 10. With VIP the cash is $27,600, $28,980, $30,361, and $31,740. Drug Factory Raid gives no escape cash and gives 28 of each drug at the top step.

Some escapes pay only 25%: at the top step $6,613 ($7,935 with VIP) and 3 of each drug, or 7 in DFR. It usually goes to criminals who got no kill reward in that event. It is also what most criminals get when an event ends after about 1 minute. Returning after a death gives a partial escape reward.

Combat and medic rules

Animations and tazers are disabled in Criminal Events. The event has a 60 second projectile cooldown. The move and shoot restriction applies to Tec-9, Uzi, and Sawn-off, while aiming and moving is allowed.

Medics are invisible to cops and criminals, but appear with a red cross icon unless low FPS mode hides it. They can heal while standing or crouched and can see both teams' local chat. Cops and criminals only see their own team's local chat.

The maximum idle time is 2 minutes. Idle ejection kills the player, while standing still and actively aiming does not count as idling.

Damage rewards after arrest

Kill cash and drugs are paid immediately at the kill. Police damage pay and top damage bonuses arrive when the event ends, even if you were arrested. Dying costs the normal hospital fee and loses the escape reward if you do not return. If you return, the escape reward is partial. Re-entry is possible only before the event has run for 5 minutes and after the re-entry cooldown.

Event notifications and results

Chat reports <Side> won the Criminal Event (<code>). Win Streak: <n> Top Killers: followed by Top Damagers and Healers:, with names and numbers.

After a Criminal Event, your screen shows your own results, for example Well done, you got 3 kills this criminal event!, You did 1403 damage this criminal event! and You got 2 assists this criminal event!

Open /settings > Interface > TOP MESSAGES and set Criminal Event Notifications to No to hide the message that a Criminal Event will start soon. The default is Yes.

Criminal event / Riot Top Damage/Killers, under /settings > Interface > CHAT BOX TEXT, controls end of event chat messages for Criminal Events, Armed Robberies and riots. These list the top 3 damagers and top 3 killers on both sides, plus the top 3 medics. Choose Yes, No, or Yes when outside LV. The default is Yes. If you are a top player in those results, you still see the message even when the setting is disabled.

Danger Level conversion

Danger Level is a converted value based on the ratio of active cops to wanted criminals, not the raw ratio itself. For example, 5 active cops per wanted criminal gives Danger Level 0.6, not 5.

  • Cops can check it in F5; everyone can use CITPhone > Event Times, /dangerlevel, or /dl.
  • It affects AR anti rush and can make an Armed Robbery run up to 30% faster or 30% slower.

Winner skydive key

Criminal winners have a 10 second exit delay. Press N by default during that delay to use the skydive escape. To check or change this key, find CE Sky Dive Escape Key under Job / Activity Binds in /sbinds or /settings > Binds.

The prompts are You have won the criminal event, you will be warped out in 10 seconds. and Press 'N' for a sky diving escape.

See also