First Dealer Setup
A walkthrough from a fresh install to your first active dealer on a corner.
Before you start
Make sure installation is complete:
rc_dealerstarts without errors- The evidence note item (
rc_noteby default) exists inox_inventory - At least one drug item (
weed_baggy,coke_baggy,meth_baggy, oroxy) exists inox_inventory - You have the admin ACE (
command.npcsell_reload) if you want to use admin commands
Step 1 — Find a recruiter
Recruiter spots are marked on the map with blips (enabled by default via Config.recruiterBlip). Walk up to a recruiter ped — they appear at the hire spots seeded from ServerConfig.Defaults.HireSpots.
The default seeded spots are:
- Alley behind Vanilla Unicorn
- Yellow Jack backlot
Admins can add more spots using /addrecruiter (see Recruiters & Spots).
Step 2 — Hire a dealer
Interact with the recruiter ped. Hiring costs the fee set in ServerConfig.Defaults.Settings.hireFee (default $2,500). The new dealer appears in your burner app.
Open the burner with /burner (or your configured command/keybind/item). The new dealer is listed in your thread list with their status.
Step 3 — Supply the dealer
Tap into the dealer's thread in the burner app and send them product. Each dealer can carry a limited stock. Supply them before assigning to a corner so they can start selling immediately.
TIP
Restocking a dealer before they run dry increases their loyalty (restockGain). Letting them run dry costs loyalty (dryLossPerTick).
Step 4 — Assign a sell spot
In the dealer's thread, assign them to one of the available corners. Default seeded corners include Grove Street, Forum Drive, Vespucci Canals, Mirror Park, and Davis/Roy Lowenstein.
Once assigned, the dealer spawns at their corner and begins working. Their blip appears on your map (owner-only, invisible to other players and cops).
Step 5 — Manage over the burner
With a dealer on their corner you can, from the burner thread:
| Action | What it does |
|---|---|
| Supply | Send product to restock their carry |
| Collect | Pull earned cash (minus the dealer's cut) |
| Bonus | Pay a cash bonus to raise loyalty |
| Arm / Disarm | Give or remove a weapon; armed dealers handle stress better |
| Lay low | Pull the dealer off the corner temporarily to cool heat and stress |
| Notify preset | Set how often routine texts buzz you (all / frequent / normal / important) |
| Fire | Terminate the dealer; they leave with whatever they're holding |
Step 6 — Watch for dealer texts
Your dealer texts you automatically about:
- Sales (routine — subject to your notify preset)
- Running low on stock or going dry
- Cops nearby or a frisk attempt
- Robbery attempts
- High stress or imminent desertion
- Death or bust
Force-majeure texts (death, bust, robbery, desertion) always buzz regardless of the notify preset.
Cop interaction overview
A player with a cop job (listed in ServerConfig.copJobs) carrying the evidence note item (Config.noteItem) can:
- Frisk — approach an active dealer, aim at their body, and press E on each zone within
Config.search.reachmetres. The server checks heat level and whether the dealer is carrying enough to justify a search. A successful frisk may result in a bust; an armed dealer may resist and bolt. - Interrogate — the dealer must first be subdued (health at or below
interrogate.surrenderHp, default 175). Then use the "Crack him for info" interaction withinConfig.interrogate.reachmetres. The server selects a minigame from the configured pool and opens a full-screen challenge board. The cop must solve the minigame before the time limit (Config.interrogate.maxMs). Each successful round extracts a tier of intel. Failure adds stress to the dealer; too many consecutive failures trigger a lawyer lockout.
Intel from interrogation is stored in the note item's metadata. Using the note item opens the cop's case report.
See Police Pressure for the full list of minigame types and all tuning options.