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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, for example SAB 6 min | 0 v 0.

Criminals can 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
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, then until the CE ends or reaches 10 minutes
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 and 40% of the drug reward. Escaping gives $15,000.

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.

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.

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
DS Drug Shipment
VH Van Heist

VH in a CE means Van Heist.

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 your current event /leaveevent

/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 when the event is active.

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
DS Drug Shipment, disabled
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 $15,000
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 left to track medic progress.

Related notes

  • A CE appears on the Rapid Transport map from the 3 minute warning until it starts.
  • 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.
  • Idling to avoid Criminal Event ejection kills you.
  • Players cannot enter a Criminal Event after it has been running for 5 minutes.
  • CE kill rewards are split equally between the top 4 damagers of a killed player.
  • One combined team imbalance entry: 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 standing and crouched players, 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. When the gate opens, the objective is to eliminate the attending Police side. Entering gives Capital Felony Armed Robbery and 60 Wanted Points.

The HUD uses K for kills, A for assists, and D for 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 80 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 80 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. Criminals do not receive this damage payment.

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 80 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 and 40% of the drug reward.
  • Criminals receive 10g of one random drug for every 1,000 damage, up to 40g.
  • First blood gives 8 of each drug.
  • A criminal winner receives the escape cash, RP, and 5 of each drug, then can leave through the normal spawn or skydive exit.

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

Damage and kill rewards are paid when the event ends, including if you were arrested. Death still has the hospital cost of about $2,000 and loses the escape reward. You can reenter during the first 5 minutes after the reentry cooldown.

Event notifications and results

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.

See also