RedM documentation

Murphy Lockpick

Getting Started

Difficulty and Common Questions

Difficulty and Common Questions for Murphy Lockpick.


Controls

Move the mouse to rotate the pick and press Space to attempt the current angle. A correct attempt completes a stage. A miss uses one of the displayed attempts. You must complete all stages before time runs out.

The timer and remaining attempts show how much opportunity is left to finish the lock. The inventory item settings are configured separately.

Difficulty presets

The default preset is medium. Edit the existing entries in config/config.lua:

Preset Difficulty Attempts Time Stages Marker visible
trivial 12 5 25 seconds 1 Yes
easy 28 4 20 seconds 1 Yes
medium 48 3 16 seconds 1 Yes
hard 66 3 14 seconds 2 No
expert 82 2 12 seconds 2 No
master 95 2 10 seconds 3 No

Higher difficulty makes the valid angle smaller. In configuration, duration is in milliseconds. A caller can override difficulty, attempts, duration, stages, reveal and feedback for an individual attempt.

The gold marker disappeared

This is expected when reveal = false. Set Config.tensionFeedback to sound, bar or both. Sound changes as the pick approaches the correct angle; the bar offers a visual cue. Using both makes the hidden-marker mode easier to understand without relying only on hearing.

The minigame never opens

Check that the resource is started, its prebuilt UI files are present and the caller uses the exact client export StartLockPick. For Housing, check Config.LockpickEnabled and Config.Integrations.lockpick as described in Installation.

If the player is told an item is missing, verify the item name, quantity and framework adapter. If the first server error mentions GetItemAmount or RemoveItem, investigate the adapter before adjusting the UI.

The callback returns a failure reason

Reason Meaning
no_item The inventory check did not approve the attempt.
busy A minigame is already active locally.
broke The player exhausted the minigame's attempts.
timeout The time limit expired.
no_response The inventory check or UI did not respond within its guard period.

The configured break chance controls inventory item consumption after a failed game.

Can I change the animation and language?

Config.anim selects the animation dictionary, clip and flags; set it to false to disable it. Config.lang contains the Lua feedback messages. The UI has its own translated strings, so edit the corresponding UI language files for the timer, hint and result labels.

I succeeded but the door stayed locked

Lockpick returns a result; Housing or another caller applies the door action. Check the caller's server logs and target rules. Replacing an export name or granting access directly from an arbitrary client event is not an integration fix.

Report a remaining issue

Include both resource versions, framework/inventory, difficulty, item settings, first F8/server error and the returned reason if available. State whether the standalone minigame opens and whether the problem occurs before it, during it or after success.


Last updated: September 15, 2026