Dead Drop v0.1.0
Dead Drop (sd-deaddrop) is a co-op airdrop heist for FiveM. There is no scheduler and no automatic event: a crew forces a drop by breaking into Merryweather's radio-mast relay network from a hacking tablet, cracking the relays inside one shared window, and triangulating the signal together. Only then does a cargo plane fly a real corridor overhead and parachute shipping containers onto the map.
Landed containers are cut open with a power saw, looted crate by crate through a reveal grid, and every crate is carried out by hand. A fence prices the haul by how hot it is, pays more as your reputation climbs, sells you the gear to do it again, and will sell the location of a live drop to anyone who pays.
Key Features
Terminal Intrusion
- A real in-game shell, not a progress bar: players type
scan,breach,calldrop,lsusbandstatus longrangescantriangulates masts from high ground and lists them by distance, with no map marker- Relays are found by moving and re-scanning, so the towers are hunted rather than waypointed
- Boot banner and background watermark are configurable ASCII art
Co-op by Design
| Mechanic | Default |
|---|---|
| Relays required to call a drop | 2 |
| Defence layers per relay | 2 |
| Shared flush window | 300 seconds |
| One operator per relay | CoopBreach = false |
Window for the crew to run calldrop | 15 seconds |
| Shared triangulation bar | 8 seconds |
The flush timer arms the moment any crew member starts, for everybody. With CoopBreach off, two operators cannot share a mast, so the crew has to split across the map and finish inside one countdown.
10 Daemon Minigames
Loaded from USB items that sit in the tablet's own storage, and worn down by every run:
| Daemon | Module | Kit |
|---|---|---|
net-maze.exe | Network Maze | Runner Kit |
cipher-lock.exe | Cipher Lock | Runner Kit |
node-grab.exe | Grid Node Capture | Breaker Kit |
code-inject.exe | Code Injection | Breaker Kit |
highway-evade.exe | Data Highway Evasion | Decrypt Suite |
sig-replay.exe | Signal Replay | Decrypt Suite |
pipe-route.exe | Packet Routing | Decrypt Suite |
data-worm.exe | Data Worm Routing | Black ICE Suite |
fw-defense.exe | Firewall Defense | Black ICE Suite |
ice-break.exe | ICE Breaker | Black ICE Suite |
Every difficulty knob is exposed in configs/client/minigame.lua, and which daemons a USB provides is config in configs/shared/trigger.lua.
The Drop
- A Titan flies a real corridor at
700m and releases each package on a forward lead, so it glides in on a diagonal - Wind-driven drift, pendulum sway under the canopy, and canopies cut free above the ground
2to3containers per drop, kept at least500m apart- Search-circle map intel is deliberately off-centre, so the crates still have to be found
- Drop intel is private to the triggering crew by default
Breaching and Looting
- A synced breach scene: the ped saws the lock off with an angle grinder and the doors swing open
- The power saw takes durability damage per breach, and can be set to break outright
- Containers are walk-in: the collision shell swaps on open
- Interiors are dressed from a pool of prop layouts, so no two containers look alike
- Loot is claimed prop by prop, and bulky crates are carried in hand with sprint, jump and weapons disabled
The Fence
- Heat is stamped on every item and decays while held, with the payout curve and display bands configurable
- A five-level reputation ladder with XP from selling, one-time level rewards, and a payout multiplier
- A gear catalogue (tablet and USB kits) with per-item level gates
- Snitch: a level-gated, per-use fee that marks a live drop's search area for the buyer
- Drop alerts: a one-time purchase that pings the buyer whenever a drop is called
- Trunk selling for a whole vehicle's worth of loot in one deal
Pressure
- A police dispatch event fires once when the first container is breached, with a broadcast map blip
- Optional rival recovery crew: weighted archetypes with their own health, armour, accuracy and combat ability
- Dead rivals can be searched for a small randomised reward
Server Authority
- Every breach, loot grab, sale and daemon result is decided on the server
- Proof-of-play floors per minigame, derived from that game's own difficulty settings and tuned to the fastest a human could physically finish it
- An eight-phase event state machine, so out-of-order or replayed claims fail the transition check
- Opt-in audit logging through
ox_lib's logger, with per-event switches
File Structure
sd-deaddrop/
bridge/
shared/framework.lua -- Framework detection
server/player.lua -- Player identifiers and names
server/money.lua -- Money handling
server/inventory.lua -- Inventory operations
client/target.lua -- Target system detection
client/ -- Client logic (terminal, spawn, breach, carry, loot grid)
server/ -- Server logic (state machine, trigger, loot, contact, audit)
shared/ -- Shared helpers and item definitions
configs/
config.lua -- Config root (locale, debug, merges the rest)
shared/
world.lua -- Drop visuals, blips, plane, descent
event.lua -- Phase pacing, container counts, breach timings
containers.lua -- Interior prop layouts and carry props
contact.lua -- Contact ped display and feature switches
pressure.lua -- Police alert and rival crew
trigger.lua -- Masts, intrusion rules, USB kits, proof floors
client/
scenes.lua -- Synced breach scene, pickup anim, target options
minigame.lua -- Per-daemon difficulty
terminal.lua -- Terminal banner and watermark
server/
world.lua -- Flight corridors and curated drop zones
containers.lua -- Prop model to item loot map
contact.lua -- Fence economy, reputation ladder, catalogue
trigger.lua -- The radio-mast tower pool
pressure.lua -- Rival loot pool
loot.lua -- Reveal-grid pools and grid sizes
heat.lua -- Starting heat and decay
logs.lua -- Audit logging switches
locales/
en.json -- English
de.json -- German
web/build/ -- Intrusion terminal, loot grid, dialog
fxmanifest.luaWhy the configs are split three ways
configs/shared/ is read by both sides, configs/client/ is client-only, and configs/server/ is excluded from the manifest's files{} so it never reaches a client. Drop coordinates, the tower pool, the loot map and the fence economy live server-side so they cannot be dumped.
Quick Links
- Installation -- Get up and running
- Configuration -- Customize every aspect
