> For the complete documentation index, see [llms.txt](https://alt0.gitbook.io/alt0-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alt0.gitbook.io/alt0-docs/alt0-boosting/hijacking.md).

# PvP intercepts

Experienced boosters can intercept another crew's live contract, steal the car and deliver it themselves. The crew that owns the contract can fight back with a counter-hack.

On by default. Turn it off in `configs/shared.lua`:

```lua
EnableIntercept = false,
```

All tuning is in `configs/server.lua` → `Hijack`.

## Who can intercept

* Players at `minimumClass` or higher (B by default), on contracts at or below their own class. S+ contracts need an S-class player.
* Holding a `requiredItem` (`vehicle_gps_interceptor`, sold on the Black Market). One is used up per successful intercept when `consumeItem = true`.
* Not a member of the target's crew.
* Not already running an intercept, and not within `attemptCooldown` seconds of the last attempt.

## Which contracts can be intercepted

A contract shows on the Intercept tab when all of these are true:

* It is in progress and its car has spawned.
* Its GPS tracker is still live. Once the crew has jammed the tracker, the signal is gone. D-class cars have no tracker, so they can't be intercepted.
* Its owner is online (`requireOwnerOnline`).
* The car is within `maxTargetDistance` of you.

The HIJACK button unlocks once you are within `attemptDistance` (150 m by default) of the car.

## The intercept, step by step

### Hijacker

1. Open the tablet → **Intercept** tab and pick a target in range.
2. Pass the intercept minigame. The interceptor is consumed and you get your own drop-off, different from the crew's.
3. Find the car (it is marked on your map), bypass its doors and jam its tracker. Jamming uses the same tracker as the crew's, so hacks either side has already done count.
4. Drive it to your drop-off and press **E** in the car. The server checks that you and the car are both at the drop-off and that the tracker is down.
5. You get the contract's cash and crypto, plus `hijackerXpMultiplier` × the class XP (with the standard 25% intercept reduction). The crew gets nothing.

### The crew being intercepted

1. Every online crew member gets an alert. Normal delivery is blocked while the intercept is active.
2. Any crew member opens the **Intercept** tab and runs the **counter-hack**. This works without an interceptor and at any rank.
3. A successful counter-hack voids the intercept immediately: the hijacker loses their drop-off and can no longer deliver.
4. After `reclaimCooldown` (10 minutes by default), deliver at your **own** drop-off as normal. A reclaimed delivery pays `ownerReclaimXpMultiplier` × XP.

### When an intercept ends early

| Situation                                                     | Result                                                  |
| ------------------------------------------------------------- | ------------------------------------------------------- |
| Not delivered or counter-hacked within `maxDuration` (30 min) | Intercept expires; the crew carries on normally         |
| The hijacker disconnects                                      | Intercept ends; the crew carries on normally            |
| The contract fails (car destroyed or impounded, crew cancels) | Both sides are told; the hijacker's drop-off is removed |

## Rewards

| Outcome                      | Cash                  | Crypto          | XP                                       |
| ---------------------------- | --------------------- | --------------- | ---------------------------------------- |
| Hijacker delivers            | Contract payout       | Contract payout | class XP × 0.75 × `hijackerXpMultiplier` |
| Crew reclaims and delivers   | Split across the crew | Squad rates     | Squad XP × `ownerReclaimXpMultiplier`    |
| Crew delivers (no intercept) | Split across the crew | Squad rates     | Squad XP                                 |

## Configuration

```lua
Hijack = {
    requiredItem = 'vehicle_gps_interceptor',
    consumeItem = true,
    minimumClass = 'B',
    hijackerXpMultiplier = 2.0,
    ownerReclaimXpMultiplier = 2.0,
    reclaimCooldown = 600,
    maxTargetDistance = 5000.0,
    attemptDistance = 150.0,
    requireOwnerOnline = true,
    attemptCooldown = 60,
    maxDuration = 1800,
    requireGpsDisabled = true,
    hijackHackDifficulty = {'medium', 'hard'},  -- ox_lib fallback; alt-zero scales with vehicle class
    reclaimHackDifficulty = {'hard', 'hard'},
    notifications = { ... },                    -- every message players see
},
```

## Server-side checks

Every step is checked on the server, so a modified client can't skip any of them:

* The intercept only completes if the server started that same minigame for that same contract less than three minutes earlier.
* Door bypass, keys and tracker jamming only work for the crew or the active hijacker, and only next to (or inside) that contract's car.
* Deliveries check the player's and the car's positions against the server-assigned drop-off.
* Payouts are claimed atomically, so the crew and the hijacker can never both be paid for one car.

## Tips

**Hijackers:** big contracts pay more, but the crew is warned the moment you intercept. Jam the tracker fast: police see it until it's down.

**Crews:** counter-hack as soon as the alert comes in. It voids the intercept even if the hijacker already has the car.
