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An AR will not start when a CE is due within `4` minutes. After a CE begins, the AR remains blocked until the CE ends or reaches `10` minutes. An AR also stays blocked while Van Heist is active or due within `3` minutes. The AR ends after half the time if no armed robbers are alive.
An AR will not start when a CE is due within `4` minutes. After a CE begins, an AR can start `3` minutes after the CE is initiated. An AR also stays blocked while Van Heist is active or due within `3` minutes. The AR ends after half the time if no armed robbers are alive.


== Rewards ==
== Rewards ==
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* An AR will not start if a CE is in progress and less than <code>5</code> minutes have been played.
* An AR can start `3` minutes after a CE is initiated.
* AR participants have a <code>20</code> second projectile cooldown for <code>Teargas</code>, <code>Molotov</code>, and <code>Flashbang</code>.
* AR participants have a <code>20</code> second projectile cooldown for <code>Teargas</code>, <code>Molotov</code>, and <code>Flashbang</code>.
* New players under <code>20</code> hours see an AR start tip and <code>/disturbance</code> plus wanted by aiming are disabled within <code>200</code> meters of an AR.
* New players under <code>20</code> hours see an AR start tip and <code>/disturbance</code> plus wanted by aiming are disabled within <code>200</code> meters of an AR.
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Leaving the AR area cancels the robbery after `5` seconds outside and shows `You fled the robbery with nothing but wanted level.`
Leaving the AR area cancels the robbery after `5` seconds outside and shows `You fled the robbery with nothing but wanted level.`


An AR cannot start when a Criminal Event is due within `4` minutes. After the CE begins, AR remains blocked until the CE ends or reaches `10` minutes.
An AR cannot start when a Criminal Event is due within `4` minutes. After the CE begins, an AR can start `3` minutes after CE initiation.


== Current start and HUD ==
== Current start and HUD ==

Revision as of 11:57, 23 September 2026


Armed Robbery

Armed Robberies, usually called ARs, are fixed location robberies at fixed spots. Criminals rob the location while police try to stop them.

Drug Store Armed Robbery location
Drug Store Armed Robbery location.
Armed Robbery fight at Marina Office entrance
Armed Robbery fight at Marina Office entrance.

ARs are different from Criminal Events. ARs start by aiming at the robbery ped. Criminal Events use /ce.

How to find and start an AR

AR means Armed Robbery. Use /arl, /gps, or the red money bag on F11 to find the active AR. Aim at the robbery ped to start it.

All Armed Robberies have a second ped you can aim at to start the robbery. /arl update pins live AR info on your screen.

AR vs CE

AR is a robbery at a fixed location that starts by aiming at a robbery ped. CE is a public criminal event checked with /ce.

Rules and limits

Rule Value
Anti rush when danger is under 1.2 120 seconds
Anti rush when danger is 1.2+ 60 seconds
Anti rush when danger is 1.6+ 10 seconds
Projectile cooldown 20 seconds for Teargas, Molotov, and Flashbang
Return time after leaving area 5 seconds
Disabled near AR /disturbance and wanted by aiming within 200 meters

An AR will not start when a CE is due within 4 minutes. After a CE begins, an AR can start 3 minutes after the CE is initiated. An AR also stays blocked while Van Heist is active or due within 3 minutes. The AR ends after half the time if no armed robbers are alive.

Rewards

The standard AR reward is $34,500, or $41,400 with VIP, plus 500 RP and 100g of one random drug, which can include Weed or Crack. A kill has a 1 in 5 chance of giving 5 units of one random drug.

Criminals receive the full Armed Robbery payment even if they do not damage cops. A kill assist reduces the time left by 30 seconds. Kill assisters get 30% of the rewards.

AR Extra reward
LSO 345 Oil
IS 863 Iron
CPD 44 Engine Parts
NCC 22 Engine Parts and 9 Jerry Cans
NRH 173 Weed
HJ 51 Gold
Oil Platform Oil plus drugs

North Rock Hut Armed Robbery happens 50% less often.

AR codes

Code Meaning
GY Graveyard Mortuary
CC Country Club
LSA LS Airport Storage (LSA Storage)
PCB Palomino Creek Bank
CPD Car Parts Dealer
DTY Docks Train Yard
NRH North Rock Hut
SPF Sprunk Factory
FS Freight Station
CS Construction Site
IS Iron Storage
GT Ghost Town
DS Drug Shipment
DPD Dillimore PD
OF Oil Factory
BB Blueberry
MV Magneto's Villa
LSO LS Oil
NCC Nuko's Car Center
HJ Happy Jewellers
AM Abandoned Mall
VH Vagos House
LSJ Junkyard
MO Marina Office
SDC Safe Deposit Center
SI Santos Investments
WG Willowfield Garages
USFY Unity Station Freight Yard

Join and Track

Need What to use
Check the current AR /arl
Keep AR info on screen /arl update
Find an AR /arl, /gps, or the red money bag on F11
Start the robbery Aim at the robbery ped
Leave your current event /leaveevent

/arl shows the current AR, time left, and how many criminals and cops are there.

Code notes

Code Robbery
GY Graveyard Mortuary
CC Country Club
LSA LS Airport Storage (LSA Storage)
PCB Palomino Creek Bank
CPD Car Parts Dealer
DTY Docks Train Yard
NRH North Rock Hut
SPF Sprunk Factory
FS Freight Station
CS Construction Site
IS Iron Storage
GT Ghost Town
DS Drug Shipment
DPD Dilimore PD
OF Oil Factory
BB Blueberry
MV Magneto's Villa
LSO LS Oil
NCC Nuko's Car Center
HJ Happy Jewellers
AM Abandoned Mall
VH Vagos House
LSJ Junkyard
MO Marina Office
SDC Safe Deposit Center
SI Santos Investments
WG Willowfield Garages
USFY Unity Station Freight Yard

Reward notes

Reward type Value
Base reward $34,500 and 100g of a random drug, including Weed
Kill bonus 1 in 5 chance of 5 units of a random drug
No damage to cops Does not reduce the payment

Some AR spots pay materials instead:

AR Reward
LSO 345 Oil
IS 863 Iron
CPD 44 Engine Parts
NCC 22 Engine Parts and 9 Jerry Cans
NRH 173 Weed
HJ 51 Gold

Anti Rush

Anti Rush is the cop entry delay.

Danger level Delay
Under 1.2 120 seconds
1.2+ 60 seconds
1.6+ 10 seconds

North Rock Hut Armed Robbery happens 50% less often.

Related notes

  • An AR can start 3 minutes after a CE is initiated.
  • AR participants have a 20 second projectile cooldown for Teargas, Molotov, and Flashbang.
  • New players under 20 hours see an AR start tip and /disturbance plus wanted by aiming are disabled within 200 meters of an AR.
  • Cops entering an Armed Robbery area while using Jetpack are frozen like when removing Jetpack near a wanted player.


Related commands

Command Use
/arl Checks current Armed Robbery information.
/arl update Toggles the bottom right Armed Robbery updater.

Current area and timing restrictions

Vehicle recovery and Jetpack use are disabled inside an Armed Robbery area. Vehicle recovery is blocked within 40 units of an AR.

Leaving the AR area cancels the robbery after 5 seconds outside and shows You fled the robbery with nothing but wanted level.

An AR cannot start when a Criminal Event is due within 4 minutes. After the CE begins, an AR can start 3 minutes after CE initiation.

Current start and HUD

Armed Robberies take place at fixed locations. Aim at the robbery ped to start. Starting gives Felony Armed Robbery, 60 Wanted Points, and hides the current vehicle automatically.

/arl, /arl update, and the bottom right display show the AR name, overall time left, criminal and cop counts, and the participant's Remaining timer. Press N to mark the AR through the prompt.

Base completion rewards include $34,500, 500 RP, and 100g of a random drug. Crack is one possible drug.

Police response and law rewards

  • Police see the AR map blip 1 minute after criminals. Civilians have the same delay through /arl and /arl update.
  • The Anti Rush timer must finish before cops enter.
  • Driving directly into an AR removes a cop from the vehicle. Aircraft are exempt.
  • Cops cannot arrest or tase armed robbers. The robbers must be killed.
  • Police cannot place stingers within 50 meters of an active AR.
  • A cop who enters the area with a jetpack is frozen for 3 seconds.
  • Armed helicopters deal 80% less damage to AR participants.
  • Cops receive arrest points equal to 10% of their AR damage.


During the first minute, civilians see Restricted Information when trying to locate the robbery with /arl.

Current timing and participation rules

Armed Robberies rotate through their locations in a random order while keeping location appearances balanced. A robbery takes about 3 minutes before danger level changes its speed by up to 30%.

  • Cops and criminals cannot sprint inside the active AR. Medics and civilians can sprint there.
  • Animations are enabled in ARs. Armor pickups are available.
  • Hit targets cannot enter or remain in an AR.
  • Criminals receive full payment even without damaging cops.
  • An AR ending with less than 15 seconds left counts as completed.
  • Damaging cops removes 6 seconds for every 100 damage. A kill removes 60 seconds and an assist removes 30 seconds.
  • Kill assisters receive 30% of the rewards.
  • Pickpocketing is allowed during an AR.
  • Criminals must not announce the AR name or location before police receive it.
  • Vehicle recovery and Jetpacks are disabled in the AR area. A height limit prevents helicopter camping above it.
  • Gangsters participating in an AR do not affect turf control. Only the parts of a turf inside the AR area are removed when the robbery begins.

The start message gives the full duration for that robbery, not a separate defend phase.

Repeating a robbery

After a successful robbery, you can rob the same Armed Robbery again until the activity ends.

Border display and event results

Set Display Armed Robbery Borders to Yes under /settings > Interface > HUD - 3D / DYNAMIC to draw lines around Armed Robbery areas, helping you avoid accidentally leaving them. The default is No. These lines may lower FPS, so you can disable them if needed.

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.

GIU and unwanted gangsters

In Armed Robberies and riots, GIU officers and unwanted gangsters cannot hurt each other, but can damage each other's vehicles.

See also