Guide
The Electus Criminal System: How Every Script Connects
How the six scripts in the Electus Criminal subscription connect on a FiveM server: gang territory, heists, drug deals, black markets, money and police.
By KRILLEUpdated 19 min read
On this page
- The connection map
- Electus Gangs: the hub
- Trap Phone → Gangs: deals that move territory
- Graffiti → Gangs: tags that claim turf
- Black Market ↔ Gangs: shops that belong to territory
- Heists → Gangs and Computers
- Computers: the hacking layer
- Electus Hacking: the standalone terminal
- How money moves through the system
- Police across the lineup
- What stays separate
- Setting it all up
- Which scripts should you start with?
Electus Gangs is the hub of the Electus criminal system. Trap Phone, Graffiti and Black Market plug into its territory. Drug deals and spray tags push zone capture progress, and owning a zone opens a black market only your gang can use. Electus Heists adds a Heists tab to the gang menu and can lock contracts to gang members, while Electus Computers supplies the hacking that heists are built around.
Those six scripts together are the Criminal subscription: Gangs, Heists, Computers, Trap Phone, Black Market and Graffiti in one monthly subscription, with ongoing updates and direct support. Every connection in this guide runs between scripts in the subscription, so a Criminal server can use all of them.
Every script still runs on its own, and each one is also sold separately. A connection only switches on when both resources are running, so you can start with one script and add the rest later.
Subscription
Criminal
Heists, Computers, Gangs, Trap Phone, Black Market and Graffiti in one subscription, with ongoing updates and direct support.
Six crime systems · $27.99/month
Bought separately: $187.95 one-time
This guide covers each connection: what it does in game, which script talks to which, the setting that turns it on, and where the scripts stay separate. It reflects the current releases: Gangs 3.0, Heists 1.6, Trap Phone 1.0, Black Market 1.0, Graffiti 1.4, Computers 1.0 and Hacking 1.1.
The connection map
| Connection | What happens in game | Setting |
|---|---|---|
| Trap Phone → Gangs | A deal inside a gang zone gives the seller's gang XP, reputation and drug capture progress on that zone | Config.Gangs.Enabled in electus_trap_phone (on by default) |
| Graffiti → Gangs | Every tag adds graffiti capture progress to the zone and alerts the gang that owns it | Config.IntegrateElectusGangs in electus_graffiti (off by default) |
| Black Market ↔ Gangs | Adds a Black Market zone type. Only the gang that owns the zone can buy there | Config.ElectusGangs.Enabled in electus_black_market (on by default) |
| Heists → Gangs | A Heists tab in the gang menu, plus contracts that only gang members can run | Config.ContractMenu.gang.enabled in electus_heists (on by default) |
| Heists → Computers | Computer nodes in the heist creator: locked computers, planted intel, hacks and USB ports | Place a Computer node in the creator |
| Gangs → Computers | A Gang App in the computer software store that opens the gang menu | Config.GangMenu.computer in electus_gangs (on by default) |
Every row in this table connects two scripts from the Criminal subscription. The rest of this guide goes through them one at a time, then covers how money and police work across the whole lineup.
Electus Gangs: the hub
Gangs is a full gang system: members and roles, territory, drug dealing, money laundering, garages, warehouses, world events, wars and safe house raids. It is the center of the Criminal subscription. Most connections in this guide either add something to a gang zone or read who owns one.
Members, levels and reputation
Players found a gang at the Gang Shop, with or without a safe house, and admins can create gangs directly. Members join by invite. The owner builds roles from four permissions: edit (wars, zone transfers, roles), deposit, withdraw and recruit.
Gangs have two separate progress tracks:
- XP and levels. XP comes from drug sales, weekly and base tasks, and other scripts through the
GainXPexport. Each level takes 100 XP by default. Levels unlock upgrade tiers (garage space, member slots, weed growth speed, drug sell prices, lower laundering fees), gang vehicles and safe house security. - Reputation. A score that rises when you recruit members, capture zones by attack, sell drugs and loot world events. It drops when you lose a zone, kick a member or break a pact. Other scripts can raise it through the
ChangeGangRepexport.
Zones also carry their own respect, which grows by 2 every day a gang holds the zone. Higher respect means more cash from cash zones and more NPC defenders when a rival attacks.
What a zone can be
Admins draw zones and assign types in /manage_zones.
| Zone type | What the owning gang gets |
|---|---|
| Safe house | The gang's base, with a garage and weed processing. Rivals at war, or the police, can raid it |
| Weed plantation | Plant and grow weed. The gang's weed growth upgrade speeds it up |
| Drug selling | Sell to NPCs with a dialog and haggle over price. Also the zone type that allows progress capture |
| Money laundering | An interior that washes dirty money into gang cash over time |
| Cash | Dirty cash every hour, scaled by the zone's respect |
| Warehouse | Shared storage crates for the gang |
| Production | Crafting recipes that admins define |
| Black Market | Added by Electus Black Market (see below) |
How zones change hands
There are two ways to take a zone. The second one is how the other scripts move territory.
1. Attacks. A gang schedules an attack, which by default needs an active war with the owner. After an hour of preparation, the attackers have 60 minutes to hold the capture circle while NPC defenders spawn in three waves. The owners are notified and can come and defend. The timer freezes while a defender stands in the zone.
2. Progress capture. On zones with the drug selling type, admins can turn on progress capturing and choose which progress types count:
- Drug Capture comes from Gangs' own NPC drug sales and from Trap Phone deals.
- Graffiti comes from Electus Graffiti tags.
- All accepts every type, including ones that your own scripts add through the
AddProgressToCaptureexport.
Each gang builds its own progress on the zone. An unowned zone goes to the leading gang once it reaches the zone's minimum progress. An owned zone changes hands when a rival's progress passes the owner's. This only happens on zones where attacks are turned off, because attack zones can only be taken by attack. An owner who stops being active slowly loses progress: by default, 5 points a day starting a week after the capture.
Three server-wide rules apply to both routes:
- Connected zones (optional) means a gang can only take zones next to territory it already holds.
- Wars run to 100 points or 48 hours, and the winner takes 5,000 to 10,000 in dirty cash. Selling drugs in your enemy's zones and capturing zones both earn war points.
Config.Capturing.war.requireOnProgressCapturecan require a war before progress capture counts (off by default). - Pacts and treaties protect zones and block wars between the gangs that sign them.
Trap Phone → Gangs: deals that move territory
Trap Phone is a burner phone drug business. On its own, it works like this:
- The phone is the business. Each
trap_phoneitem carries its own number, contacts, reputation and buyer trust, so a stolen or traded phone takes its customers with it. Phones can be PIN locked. Trap Phone doesn't sell the phone itself, so give it out through a shop or admin. - Buyers unlock as the phone's reputation grows. The 14 default buyers range from easy first contacts to high-end customers. Admins manage them in game with
/trapphoneadmin. - Offers come to you. A buyer asks for a drug, an amount and a price before a deadline. You can accept, reject or counter with a smaller amount or a different price. Fair counters build trust.
- The handoff is physical. You pick a meeting spot, your current location or a saved pin. The buyer drives in, finds you and makes the exchange. Show up without the goods and they might attack.
- Trust pays off. Each buyer moves through four trust levels (new, known, trusted, partner), which bring better prices, bigger orders and calmer buyers. Fast deliveries raise trust. Failed and expired deals lower it.
Completed deals pay clean cash.
With Gangs installed
Every completed deal where the seller is in a gang and standing inside a gang zone gives the seller's gang:
- 15 gang XP
- 1 reputation
- Drug capture progress on that zone: 1 per deal by default, with an optional bonus per item sold
The zone doesn't have to belong to the seller. Dealing on a rival's turf builds your progress there, and once your progress passes theirs, the zone can flip. Gangs' own rules still apply: the zone needs progress capture with Drug Capture (or All) turned on, and the war, treaty and connected-zone rules above.
-- electus_trap_phone/config/config.lua
Config.Gangs = {
Enabled = true,
OnlySellInDrugZones = false, -- true: deals only complete inside a Gangs zone
SaleXp = 15,
SaleRep = 1,
Capture = {
Enabled = true,
Type = "drugCapture", -- must match a type in electus_gangs Config.Capturing.captureProgressTypes
Progress = 1,
ProgressPerItem = 0,
},
}
If you turn on OnlySellInDrugZones, keep Gangs running: with the option on and Gangs stopped, no deal can complete.
Supplying the phone from Gangs
Trap Phone buyers ask for the items listed in Config.DrugItems, which are weed and coke by default. Gangs' weed plantations produce weed_bag. To let gang weed feed the phone business, point Trap Phone's weed entry at the same item:
Config.DrugItems = {
weed = "weed_bag",
coke = "coke",
}

Graffiti → Gangs: tags that claim turf
Graffiti is a spray creator. Players use a spraycan to open it and draw a design or import an image. Each player can keep up to 10 designs and share them with share codes. Spraying works like the real thing: aim at a wall, hold until the tag fills in, then confirm. A wipe item cleans any tag off a wall, so police, shop owners and rival gangs can all scrub it. Spraying can also send a police dispatch.
With Gangs installed
The Gangs connection is off by default. Turn it on in Graffiti:
-- electus_graffiti/config/config.lua
Config.IntegrateElectusGangs = true
Config.ProgressToAdd = 10 -- capture progress added per tag
Once it's on:
- Graffiti adds a Graffiti progress type to the Gangs zone creator.
- On each zone that tags should affect, turn on progress capturing and select Graffiti (or All). The zone needs the drug selling type before the progress capture option unlocks.
- Every tag sprayed inside that zone adds 10 progress for the sprayer's gang. The gang that owns the zone gets an alert, so a tag on its walls is a visible challenge.
Wiping a tag removes it from the wall but not the progress it earned. Defending gangs win back their zone by out-capturing the rival, not by cleaning up.
Black Market ↔ Gangs: shops that belong to territory
Black Market runs NPC dealers with a crate of goods. On its own:
- Each market has opening hours on the in-game clock (20:00 to 06:00 by default). The dealer only appears while the market is open.
- Each item has a price, an amount per purchase and an optional 24-hour stock cap shared by every player on the server, so popular items sell out.
- Markets only take dirty money:
black_moneyon ESX, and marked bills on QB-Core and Qbox, with change given back. - Admins edit items, prices, hours and stock live with
/manage_black_market.
With Gangs installed
Black Market registers a Black Market zone type in Gangs. Add it to a zone in the zone manager, then place the dealer and crate with a live preview. From then on:
- Only members of the gang that owns the zone can buy there.
- Ownership is checked every time someone opens the market or buys, so when the zone changes hands, the market changes hands with it.
- With
RequirePlayerInZone, the buyer also has to be standing in the zone. - Gang markets show a map blip while they are open.
-- electus_black_market/config/config.lua
Config.ElectusGangs = {
Enabled = true,
RequirePlayerInZone = false,
-- Blip = { ... }
}
Sales don't pay the owning gang. What a gang earns from the zone is access to stock nobody else can buy, which gives every gang a reason to hold territory and every rival a reason to take it.

Heists → Gangs and Computers
Heists is a contract system with a visual node creator. On its own:
- Contracts are bought with dirty money from
/contracts, an NPC contact or a planning board. A contract can require a rank, an item, a minimum police count, a crew size or gang membership. - Crews form before the job. Setup missions have to be finished before the finale can start, and every member has to ready up.
- Heat goes up for the whole crew when a finale starts (+20 by default) and falls by 10 every 30 minutes, even while players are offline. At 80, a player can't ready up for another heist.
- Progression comes from contract XP, which earns contract ranks and skill tree points. Four masteries (electronics, hacking, demolition and lockpicking) level up as players beat the matching minigames.
- The node creator (
/heists) is where you build heists: doors, guards, minigames, alarms, lasers, cameras, loot, vehicles, scenes and more, connected as a graph. Heists ships with ready-made heists you can import, and there are community heists to download.
Loot comes from Receive Item nodes. Players sell it for dirty money in the Black Market tab inside Heists, which also sells tools that unlock through the skill tree. This tab is part of Heists. It is not Electus Black Market, and the two don't share stock.
With Gangs installed
- A Heists tab in the gang menu. Gang members open the same contracts, crews and skill trees from inside their gang menu.
- Gang-only contracts. Mark a heist as gang only in the creator, and a player has to be in a gang to see it, buy it, run its setups and start its finale.
Gang level, reputation and territory don't affect heists, and heists don't give gang XP. If you want them to, see Reward gangs for heists below.
With Computers installed
Heists 1.6 added a Computer node to the creator, with four actions:
| Action | What it does |
|---|---|
| Computer | Spawns a computer in the world for the heist, with chosen apps and an optional password |
| Note | Plants a note or PIN on a computer, such as intel found during a setup and used in the finale |
| Hack | Runs a Computers hacking app on that computer at a chosen difficulty. Success and failure each lead to a different branch of the heist |
| USB | Adds a USB port. The player plugs in their own laptop, which needs the hacking app installed and has to be within 10 meters |
Players who invest in a laptop and hacking software through Computers are the ones who can get past those nodes. That makes hackers a real role in a crew. Heists and Computers are both in the Criminal subscription, so a Criminal server has the Computer node ready to use.

Computers: the hacking layer
Computers gives players laptops and desktops that run one in-game operating system. Its criminal side:
- 16 hacking apps, each with its own minigame. Hack results are checked on the server.
- Call and radio intercepts. Players listen in on nearby calls and radio channels after a successful hack. USB antennas extend the range.
- Phone tools. A triangulator narrows down where a phone is, while SMS dump and password reset work on stolen phones.
- Encrypted chat with anonymous handles.
- An encrypted marketplace. Players bid on hacking apps and hardware with C-coin, then collect the lot at a crate drop, which sometimes tips off the police.
- Heat. Hacking raises a computer's heat. At 45, the computer shows up on the police terminal and a dispatch goes out. A VPN cuts heat gain by 35%.
- C-coin, a crypto wallet with a moving price, bought and sold with bank money. It is spent inside Computers on software, the marketplace and the hacking wiki.
Police get their own terminal for plate and phone searches, vehicle finding and tower pings. A hack is a race between the hacker's heat and the police terminal.
Computers connects to the lineup in three ways. Heists uses it through the Computer node. Gangs adds a Gang App to the software store. Your own scripts can call its hacking minigames with the RunHack export. Computers also ships the Digital Den computer shop interior.
Electus Hacking: the standalone terminal
Electus Hacking is the older, standalone hacking script. A hackbox item opens a terminal with a phone tracker, car tracker, phone tapping, a radio decrypter, plate lookup and a phone password cracker. Every program fills up disk usage, and an overloaded hackbox locks for 24 hours. It runs on ESX and QB-Core.
Hacking doesn't connect to the other criminal scripts. Heists builds its hacking on Computers. Hacking's two minigames are still exported for your own scripts:
-- client side. hack: "binaryPuzzle" or "fallout", difficulty: 1 to 5
exports.electus_hacking:RunHack("fallout", 3, 10, false, function(success)
if success then
-- open the door, give the item, etc.
end
end)
Hacking is sold separately and isn't part of the Criminal subscription. In the subscription, Computers handles hacking, and it is the one that connects to the rest of the system.
How money moves through the system
The lineup uses two kinds of money: clean cash and dirty money. Dirty money is the black_money account on ESX, and an item such as markedbills on QB-Core and Qbox. Each script has its own Config.BlackMoneyItem, so leave it on "auto" everywhere or set the same item in every script.
Following the money is the clearest way to see how the scripts form one economy.
Where dirty money comes from
| Source | Pays | To |
|---|---|---|
| Gangs NPC drug sales | Dirty money | The seller |
| Gangs cash zones | Dirty cash every hour | The owning gang |
| Gang wars | 5,000 to 10,000 dirty cash | The winning gang |
| Heist loot, sold in the Heists black market tab | Dirty money | The seller |
Where dirty money goes
| Spent on | Script |
|---|---|
| Heist contracts and heist tools | Heists |
| Black market goods, including gang zone markets | Black Market |
| Laundering | Gangs |
Laundering ties it together. A gang that owns a money laundering zone can load dirty money, from members' pockets or from the gang's dirty cash, into the laundering interior. It washes a set amount every hour, minus a fee of 20% that drops to 5% with upgrades, and the clean money goes into gang cash. Gang cash pays for gang vehicles, and members with the withdraw permission can take it out.
That creates a loop. Gangs earn dirty money from drugs, territory, wars and heists. They spend some of it at black markets and on new contracts, then launder the rest through territory they have to keep holding. Losing the laundering zone means losing the way to clean the money. Every script in that loop is part of the Criminal subscription.
Three details round out the picture:
- Trap Phone pays clean cash. Its role in the gang economy is XP, reputation and territory, not dirty money.
- Safe houses hold the risk. A rival gang at war that raids your safe house takes 20–40% of gang cash and 30–60% of gang dirty cash. A police raid seizes money as evidence.
- C-coin is separate. It is bought with bank money and spent inside Computers.
Police across the lineup
All of the scripts send alerts through lb-tablet, ps-dispatch, cd_dispatch, origen_police or qs-dispatch, whichever one is running. Without one, Gangs falls back to a map blip and the other scripts don't send alerts.
| Script | What alerts police | Other police features |
|---|---|---|
| Gangs | NPC buyers who call the cops, some world events | Safe house raids with a minimum number of officers on duty. Optional minimum police for drug selling |
| Trap Phone | Completed handoffs: each buyer has a police risk, and nearby witnesses can call it in | |
| Graffiti | Spraying, when Config.CallPolice is on |
Anyone with a wipe, including police, can remove tags |
| Heists | Dispatch and alarm nodes placed in the creator | Minimum police per heist (2 by default), optional police approval, police door control. Signal jammers can block alarms |
| Computers | Hacking heat at 45 and above, and some marketplace drops | The police terminal |
| Black Market | Nothing |
Gangs also alerts gangs, not just police. Owners hear when a zone is attacked, when someone sprays graffiti on their turf, and sometimes when an NPC buyer tips them off about a dealer in their zone.
What stays separate
Knowing what doesn't connect saves time when you plan a server:
- Trap Phone and Black Market each connect to Gangs, but not to each other or to Heists.
- Heists don't feed gang progression. No gang XP, reputation or capture progress by default, and territory doesn't gate contracts.
- The Heists black market is separate from Electus Black Market.
- Graffiti wipes remove tags but keep capture progress.
- Electus Hacking isn't used by Heists or Gangs.
Reward gangs for heists
Heists fires a server event when a heist completes, and Gangs exports GainXP and ChangeGangRep. A few lines in any server script tie them together:
-- server side, in a resource that starts after electus_heists and electus_gangs
AddEventHandler("electus_heists:HeistCompleted", function(summary)
if summary.setupId then return end -- skip setup missions, reward the finale only
local rewarded = {}
for _, src in ipairs(summary.participants) do
local gangId = exports.electus_gangs:GetSourceGangId(src)
if gangId and not rewarded[gangId] then
rewarded[gangId] = true
exports.electus_gangs:GainXP(gangId, 50)
exports.electus_gangs:ChangeGangRep(gangId, 25)
end
end
end)
Each gang in the crew is rewarded once, however many of its members took part.
Setting it all up
Start order
The start order below covers the six scripts in the Criminal subscription. Start Gangs before the scripts that register with it. Gangs, Heists, Graffiti and Computers also need Electus Core started before them:
ensure ox_lib
ensure oxmysql
ensure bob74_ipl
ensure electus_core
ensure electus_gangs
ensure electus_computers
ensure electus_heists
ensure electus_trap_phone
ensure electus_black_market
ensure electus_graffiti
Trap Phone calls and Computers intercepts use pma-voice. A dispatch resource is optional, but without one the police alerts in this guide won't reach anyone.
Integration checklist
| Resource | Setting | Default | What to set |
|---|---|---|---|
| electus_trap_phone | Config.Gangs.Enabled |
true |
true |
| electus_trap_phone | Config.Gangs.OnlySellInDrugZones |
false |
true to keep deals on gang turf |
| electus_trap_phone | Config.DrugItems |
weed, coke |
Your server's drug items |
| electus_graffiti | Config.IntegrateElectusGangs |
false |
true |
| electus_graffiti | Config.ProgressToAdd |
10 |
Progress per tag |
| electus_black_market | Config.ElectusGangs.Enabled |
true |
true |
| electus_black_market | Config.BlackMoneyItem |
markedbills |
The same item as your other scripts (QB-Core and Qbox) |
| electus_heists | Config.ContractMenu.gang.enabled |
true |
true |
| electus_gangs | Config.GangMenu.computer |
true |
true |
| electus_gangs | Config.Capturing.captureProgressTypes |
Drug Capture, Graffiti | Keep both |
Then set up the zones in /manage_zones:
- For every zone that deals and tags should be able to take, add the drug selling type, turn on progress capturing, select Drug Capture, Graffiti or All, and set a minimum progress.
- Decide whether each zone can be attacked. On zones where attacks are on, progress alone won't take the zone from its owner.
- Add the Black Market type to the zones that should have a gang market, and place the dealer.
The admin commands you'll use are /manage_zones (Gangs), /manage_black_market, /heists (the heist creator), /trapphoneadmin and /graffitiadmin.
Which scripts should you start with?
| Your server wants | Start with |
|---|---|
| Gang territory and progression | Gangs |
| Turf wars fought through drug deals | Gangs and Trap Phone |
| Territory you can see on the walls | Gangs and Graffiti |
| Illegal shops that gangs fight over | Gangs and Black Market (free) |
| Planned robberies with real hacking | Heists and Computers |
| Everything in this guide | The Criminal subscription |
Two or three scripts are often enough to start with, and each one is sold on its own. Once a server wants most of the connections in this guide, the Criminal subscription covers all six scripts for one monthly price, and every update to them is included.
If you're unsure how a combination works on your framework, ask in the Electus Discord before you buy.
Subscription
Criminal
Heists, Computers, Gangs, Trap Phone, Black Market and Graffiti in one subscription, with ongoing updates and direct support.
Six crime systems · $27.99/month
Bought separately: $187.95 one-time




