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What Are House Locations?

House locations are the physical spots on the map where players can initiate house robberies. These are the door coordinates and settings for each individual house, not the interior layouts (which are configured in presets).

Configuration Structure

The houses configuration is organized into two main categories based on interior type:
Config.Houses = {
    ["Shells"] = {},
    ["IPLs"] = {}
}
Shells use external shell systems (like K4MB1), while IPLs use GTA’s built-in interior systems. Both categories support the exact same configuration parameters, so you can use all features regardless of interior type.

Adding a New House

To add a new house location, create an entry under either ["Shells"] or ["IPLs"] with a unique house name as the key.

Basic Structure

Config.Houses = {
    ["Shells"] = {
        ["House Name"] = {
            ["Tier"] = 1,
            ["DoorCoords"] = vector3(0.0, 0.0, 0.0),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        }
    },
    ["IPLs"] = {
        ["House Name"] = {
            ["Tier"] = 4,
            ["DoorCoords"] = vector3(0.0, 0.0, 0.0),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false,
            ["ScoutingSpots"] = {
                ["ScoutingForTenantCount"] = {
                    ["Coords"] = vector4(0.0, 0.0, 0.0, 0.0),
                    ["Label"] = "Eavesdrop",
                    ["Animation"] = {Dict = "cover@move@base@core", Anim = "high_idle_r_peek"},
                    ["Icon"] = "fas fa-ear-listen"
                },
                ["ScoutingForTime"] = {
                    ["Coords"] = vector4(0.0, 0.0, 0.0, 0.0),
                    ["Label"] = "Peek through window",
                    ["Animation"] = {Dict = "cover@peek@ai@1h@high@_a", Anim = "peek_r_corner"},
                    ["Icon"] = "fas fa-eye"
                }
            }
        }
    }
}
Both Shells and IPLs support all the same parameters including EnableAlarmProp and EnableLasers. The categorization is purely organizational based on your tier’s interior type.

Configuration Parameters

Basic Settings

Tier
number
required
The tier level of this house. Must match a tier configured in config/tiers.lua
DoorCoords
vector3
required
The coordinates of the house door where players initiate the robbery
SilentDispatch
boolean
If true, sends a dispatch alert without triggering the alarm when someone enters. Useful for remote houses far from the city
AlarmRemovesDispatch
boolean
If true, completing the alarm step inside prevents police dispatch from being sent
ScoutingExp
number
Experience points awarded for scouting this house
ScoutingTablet
boolean
If true, allows using a tablet to scout the house remotely instead of physical scouting spots
PedsSpawnRegardlessOfTime
boolean
If true, NPCs spawn even during the configured safe time window. By default, robbing during safe hours prevents NPC spawns

Security Features

EnableAlarmProp
boolean
Enable the physical alarm box prop that can be disabled inside the house. Works for both Shells and IPLs
EnableLasers
boolean
Enable laser security systems inside the house. Works for both Shells and IPLs (must be configured in the preset)

Advanced Scouting (Optional)

You can define custom scouting spots around the house instead of using the tablet:
ScoutingSpots.ScoutingForTenantCount
table
Spot to discover how many tenants are inside
  • Coords - Position and heading for the player
  • Label - Interaction text
  • Animation - Animation with Dict and Anim properties OR Scenario - Scenario name (use one or the other)
  • Icon - Font Awesome icon
ScoutingSpots.ScoutingForTime
table
Spot to discover the time remaining until alarm triggers
  • Coords - Position and heading for the player
  • Label - Interaction text
  • Animation - Animation with Dict and Anim properties OR Scenario - Scenario name (use one or the other)
  • Icon - Font Awesome icon
Example with Animation:
-- Add this to any house configuration (Shells or IPLs)
["ScoutingSpots"] = {
    ["ScoutingForTenantCount"] = {
        ["Coords"] = vector4(1385.0, 3660.0, 34.93, 180.0),
        ["Label"] = "Eavesdrop",
        ["Animation"] = {Dict = "cover@move@base@core", Anim = "high_idle_r_peek"},
        ["Icon"] = "fas fa-ear-listen"
    },
    ["ScoutingForTime"] = {
        ["Coords"] = vector4(1384.0, 3659.0, 34.93, 90.0),
        ["Label"] = "Peek through window",
        ["Animation"] = {Dict = "cover@peek@ai@1h@high@_a", Anim = "peek_r_corner"},
        ["Icon"] = "fas fa-eye"
    }
}
Example with Scenario:
-- Add this to any house configuration (Shells or IPLs)
["ScoutingSpots"] = {
    ["ScoutingForTenantCount"] = {
        ["Coords"] = vector4(1385.0, 3660.0, 34.93, 180.0),
        ["Label"] = "Eavesdrop",
        ["Scenario"] = "WORLD_HUMAN_BINOCULARS",
        ["Icon"] = "fas fa-ear-listen"
    },
    ["ScoutingForTime"] = {
        ["Coords"] = vector4(1384.0, 3659.0, 34.93, 90.0),
        ["Label"] = "Peek through window",
        ["Scenario"] = "WORLD_HUMAN_STAND_IMPATIENT",
        ["Icon"] = "fas fa-eye"
    }
}
Scouting spots and scouting tablet can be used together or independently. If both are configured, players can choose their preferred method.

Shell Houses vs IPL Houses

Shells

  • Use external shell systems (K4MB1, LevLevLev, etc.)
  • Generally for lower to mid-tier houses
  • Support all features (alarm props, lasers, scouting, etc.)

IPLs

  • Use GTA V’s built-in interiors
  • Generally for higher-tier houses
  • More detailed and realistic interiors
  • Support all features (alarm props, lasers, scouting, etc.)
Important: Both Shells and IPLs support the exact same configuration parameters. The only difference is the interior system used by the tier. All features like EnableAlarmProp, EnableLasers, and ScoutingSpots work identically in both categories.
Make sure your house is added to the correct category based on what interior type the tier uses. Check your tier configuration in config/tiers.lua to see if it uses a Shell or IPL interior.

Tips for Adding Houses

  1. Unique Names: Each house must have a unique name. Use location-based naming like "Sandy Shores 1", "Vinewood Hills 12", etc.
  2. Tier Assignment: Assign tiers based on:
    • Location difficulty (city vs remote)
    • Neighborhood wealth level
    • Desired loot quality
  3. Door Coordinates: Stand at the house door and use /vector4 or a similar command to get precise coordinates
  4. Silent Dispatch: Enable for houses far from the city to give police more warning time
  5. Alarm Removal: Consider enabling AlarmRemovesDispatch for higher-tier houses to reward skilled players who disable alarms
  6. Scouting Options:
    • Tablet scouting, convenient if you dont want to set up physical spots
    • Physical scouting spots add realism and risk
    • Mix both for variety
  7. Laser Systems: Only enable lasers for high-tier houses where the preset has laser configurations

Example: Shell House

["Shells"] = {
    ["Sandy Shores 1"] = {
        ["Tier"] = 1,
        ["DoorCoords"] = vector3(1385.09, 3659.43, 34.93),
        ["SilentDispatch"] = false,
        ["AlarmRemovesDispatch"] = false,
        ["ScoutingExp"] = 10,
        ["EnableAlarmProp"] = true,
        ["EnableLasers"] = false,
        ["ScoutingTablet"] = true,
        ["PedsSpawnRegardlessOfTime"] = false
        ["ScoutingSpots"] = {
            ["ScoutingForTenantCount"] = {["Coords"] = vector4(1385.0, 3660.0, 34.93, 180.0), ["Label"] = "Eavesdrop", ["Animation"] = {Dict = "cover@move@base@core", Anim = "high_idle_r_peek"}, ["Icon"] = "fas fa-ear-listen"},
            ["ScoutingForTime"] = {["Coords"] = vector4(1384.0, 3659.0, 34.93, 90.0), ["Label"] = "Peek through window", ["Animation"] = {Dict = "cover@peek@ai@1h@high@_a", Anim = "peek_r_corner"}, ["Icon"] = "fas fa-eye"}
        }
    }
}

Example: IPL House

["IPLs"] = {
    ["El Burro Heights 1"] = {
        ["Tier"] = 4,
        ["DoorCoords"] = vector3(1193.4, -1622.28, 45.22),
        ["SilentDispatch"] = false,
        ["AlarmRemovesDispatch"] = false,
        ["ScoutingExp"] = 10,
        ["EnableAlarmProp"] = true,
        ["EnableLasers"] = false,
        ["ScoutingTablet"] = true,
        ["PedsSpawnRegardlessOfTime"] = false
        ["ScoutingSpots"] = {
            ["ScoutingForTenantCount"] = {["Coords"] = vector4(1193.4, -1623.0, 45.22, 180.0), ["Label"] = "Eavesdrop", ["Animation"] = {Dict = "cover@move@base@core", Anim = "high_idle_r_peek"}, ["Icon"] = "fas fa-ear-listen"},
            ["ScoutingForTime"] = {["Coords"] = vector4(1192.5, -1622.0, 45.22, 90.0), ["Label"] = "Peek through window", ["Animation"] = {Dict = "cover@peek@ai@1h@high@_a", Anim = "peek_r_corner"}, ["Icon"] = "fas fa-eye"}
        }
    }
}

Complete Example

Here’s a complete configuration showing multiple houses across different tiers and types. This demonstrates proper organization and variety in house setups.
This example shows houses organized by neighborhood and tier progression. Notice how higher tiers often include EnableAlarmProp and EnableLasers for added difficulty.
Config.Houses = {
    ["Shells"] = {
        ["Sandy Shores 1"] = {
            ["Tier"] = 1,
            ["DoorCoords"] = vector3(1385.09, 3659.43, 34.93),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
            
        },
        ["Sandy Shores 2"] = {
            ["Tier"] = 1,
            ["DoorCoords"] = vector3(1436.2, 3639.08, 34.95),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = false,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Rancho 1"] = {
            ["Tier"] = 1,
            ["DoorCoords"] = vector3(338.63, -1829.58, 28.34),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = false,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Chamberlain Hills 1"] = {
            ["Tier"] = 1,
            ["DoorCoords"] = vector3(-219.37, -1580.04, 34.87),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = false,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Alta 1"] = {
            ["Tier"] = 2,
            ["DoorCoords"] = vector3(115.67, -271.43, 46.33),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Burton 1"] = {
            ["Tier"] = 2,
            ["DoorCoords"] = vector3(-97.43, -357.71, 42.37),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Mirror Park 1"] = {
            ["Tier"] = 3,
            ["DoorCoords"] = vector3(1060.45, -378.2, 68.23),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["East Vinewood 1"] = {
            ["Tier"] = 3,
            ["DoorCoords"] = vector3(861.46, -509.1, 57.71),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = false,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Vinewood Hills 1"] = {
            ["Tier"] = 3,
            ["DoorCoords"] = vector3(-873.24, 562.68, 96.62),
            ["SilentDispatch"] = false,
            ["AlarmRemovesDispatch"] = false,
            ["ScoutingExp"] = 10,
            ["EnableAlarmProp"] = true,
            ["EnableLasers"] = true,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        }
    },
    ["IPLs"] = {
        ["El Burro Heights 1"] = {
            ["Tier"] = 4,
            ["DoorCoords"] = vector3(1193.4, -1622.28, 45.22),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = false,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false,
            ["ScoutingSpots"] = {
                ["ScoutingForTenantCount"] = {["Coords"] = vector4(1193.4, -1623.0, 45.22, 180.0), ["Label"] = "Eavesdrop", ["Animation"] = {Dict = "cover@move@base@core", Anim = "high_idle_r_peek"}, ["Icon"] = "fas fa-ear-listen"},
                ["ScoutingForTime"] = {["Coords"] = vector4(1192.5, -1622.0, 45.22, 90.0), ["Label"] = "Peek through window", ["Animation"] = {Dict = "cover@peek@ai@1h@high@_a", Anim = "peek_r_corner"}, ["Icon"] = "fas fa-eye"}
            }
        },
        ["El Burro Heights 2"] = {
            ["Tier"] = 4,
            ["DoorCoords"] = vector3(1245.47, -1626.94, 53.28),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = false,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Vespucci 1"] = {
            ["Tier"] = 4,
            ["DoorCoords"] = vector3(-1247.08, -1358.31, 7.82),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = false,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Richman 1"] = {
            ["Tier"] = 5,
            ["DoorCoords"] = vector3(-1629.96, 36.4, 62.94),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = true,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Richman 2"] = {
            ["Tier"] = 5,
            ["DoorCoords"] = vector3(-1570.71, 22.4, 59.55),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = true,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Vinewood Hills 10"] = {
            ["Tier"] = 6,
            ["DoorCoords"] = vector3(-339.93, 625.51, 171.36),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = true,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        },
        ["Vinewood Hills 11"] = {
            ["Tier"] = 6,
            ["DoorCoords"] = vector3(-446.17, 686.33, 153.11),
            ["SilentDispatch"] = false,
            ["EnableAlarmProp"] = true,
            ["AlarmRemovesDispatch"] = false,
            ["EnableLasers"] = true,
            ["ScoutingExp"] = 10,
            ["ScoutingTablet"] = true,
            ["PedsSpawnRegardlessOfTime"] = false
        }
    }
}

Testing Your Houses

After adding houses, test them to ensure:
  1. Door Coordinates: Player can interact with the door properly
  2. Tier Match: The house uses the correct interior for its tier
  3. Dispatch: Silent dispatch works as intended for remote locations
  4. Scouting: Tablet or physical scouting spots function correctly
  5. Security: Alarm props and lasers spawn if enabled
  6. NPCs: Tenants spawn according to time and configuration