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Doug Jumper

Server Rules

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Kings County Roleplay Server Rules

Section 1 - General Server Rules
1.0 - You may not exploit, cheat, abuse, dupe or use anything that can be classed as giving you an advantage unfairly, this can result in a permanent ban and does include third party cross-hairs, recoil scripts etc. This includes abusing developer error such as overpowered weapons, runs, standing on trees or other objects that you would not logically be able to stand on, etc.
1.1 - You may not sell in-game items for out of game services/money. This is classed as Real World Trading and is against the rules.
1.2 - Rules are made to be followed correctly; abusing loopholes within the rules will result in punishment.


Section 2 - Roleplay Rules
2.0 - You must always remain in character, out of character matters such as support, the server in general, discord or other non-realistic events cannot be brought up in-game. You must be in teamspeak at all times unmuted, the only exception is while in support rooms.
2.1 - You must have a valid roleplay reason to interact with police (e.g. doing a crime, traffic stop). If police attempt to pull you over you must pull over unless you have committed a crime/know you're wanted. (If you have illegal items in the car you must stop and you must not flee unless Police indicate they're aware you have illegal items). Following police/baiting police into situations is no allowed.
2.2 - Soundboards can be used in role-play but it can not interrupt role-play (e.g. blasting loud music). You are not allowed use soundboards to give yourself an advantage (e.g. playing police sirens).
2.3 - Logging off to avoid roleplay is classed as combat logging this includes logging off while dead, logging off while in hand-cuffs and logging off during situations this is not allowed and is heavily punished. When logging off the server make sure you're hidden from sight to make sure you don't ruin immersion.
2.4 - Using the meth van as a mobile KOS station is not allowed and is Fail RP. 
2.6 - Referencing your second character within roleplay is not permitted in anyway (Pen-pal, cousin etc). If you breach this you will receive points, if you breach it a second time you will be banned from double life.
2.7 - When you die you forget everything that happened during the situation you died in. You must not return to the area you died in for at least 10 minutes after you re spawn. 
2.8 - Any information obtained from a third party/not in-game is not able to be used in roleplay. (This includes not using discord while in-game and not stream sniping streamers)
2.9 - Paradise City is a roleplay zone meaning you can not kill or rob other players, combat is allowed in a roleplay zone but there must be a roleplay reason (e.g. gas station/pursuit between civilian and police) The city limits are defined by the faint blue grid on the map.
2.10 - You can not camp outside safe-zones waiting for someone to leave to follow/rob/kill them.
2.11 - Inside of a Safe Zone you may not commit crime, initiate on people, harm people, steal vehicles or do any form of negative action. If people do this do not take it into your own hands or you will also be punished, just report them.
2.12 - All Hospitals, Clinics and Fire Stations are safe zones.
2.13 - When you are revived you are in medical custody, you must comply with the fire rescue/medic and pretend to be hurt.
2.14 - Fire rescue/medics must be neutral at all times, they can not favor any side in situations. (In court cases this is void but medics are required to tell the truth)
2.15 - All zones that are green checkers on the map are safezones and you can not flee into them to avoid roleplay/combat.
2.16 - Using job vehicles for anything but jobs is Fail RP and is not allowed.
2.17 - You may not pull someone out of a moving vehicle, you may not restrain or escort someone while they are further away then arm's length. 
2.18 - Volunteer EMS/FD from the Sheriff's Office/Coast Guard are the same character as their Police Character and therefore can be accountable for their actions on their EMS/FD character.
2.19 - You CANNOT CPR someone just to rob them. 
2.20 - ATMs within city limits are safe zones (Within 10 meters)
2.21 - You CANNOT scam someone within a safezone. 
2.22 - You may not revive people during a combat situation, you must wait at least 3 minutes after the last shot, or must wait for the winning party to declare Code 4. If it is a major crime you can not revive until you're 100% no more cops will respond or all civilians are dead.
2.23 - You may not force someone to take money out of their bank account. 
2.24 - You may not shoot into a redzone from outside or out from inside without prior initiation.
2.24.1 - Entering combat with someone within a redzone creates initiation.
2.25 - You may not bait people into zones (This includes Safezones, KOS zones, Capture zones, etc)
2.26 - You may not interfere with another groups roleplay. (Eg if cops are conducting a traffic stop another group may not pull up and initiate on them.)
2.27 - You may not intentionally destroy another persons vehicle, this includes but is not limited to ramming, Driving into the water, etc.
2.28 - Intentionally S-1ing someone creates 1 way initiation. (Person that was S-1ed is initiated on the person that S-1ed only)
2.29 - You may not harm the negotiator during negotiations in any form.
2.30 - You can not blow up peoples vehicles in a malicious way. (e.g. killing them in a gun fight then putting their car in water/under a bar gate)
2.31 - If you are mafia and cartel and you own the base you can not rob the respective runs that make money to your group.

2.32 - Purposely attempting to ruin someone’s roleplay situations to try and be funny, edgy or for any other reason is not tolerated and may be classed as FailRP.
2.33 - Jumping out of moving vehicles/helicopters at unrealistic height & speed will be classed as Fail RP as you would not survive these falls without the script.  (This includes jumping from a high location abusing the fall damage script)
2.34 - Cop/CG baiting is not allowed, Cop baiting is defined as intentionally messing with or trolling police in order to provoke a response such as initiation, car chases, etc.
2.35 - DOC is not public grounds, DOC and 100M from the walls in all directions is private property. DOC must still allow civilians into DOC when acting lawfully. (such as roleplaying as a lawyer at the gate of DOC).
2.36 - Only SWAT/MSRT, CRT and Sheriff/USCG Command can determine the hostage is fake and take action. If it is determined the hostage is NOT fake and peaceful negotiations were not first attempted then the individual that made the call May be held responsible for NVL.
2.37 - You can not SHIFT + G mid gun fight (This means there have to be shots exchanged between the parties.)
2.38 - You may not rob or take the same person hostage more than once every 10 minutes.

 

Section 3 - Initiation Rules
3.0 - You must not initiate on someone without a valid roleplay reason, this includes joining random gun fights just for the kills.
3.1 - When initiating on someone you must verbally initiate, provide a demand and a consequence. The person initiating must have a visible weapon to initiate. The terminology "hands up or die" is not valid.
3.2 - You may only kill someone without prior verbal initiation if one of the following is true

  • You or someone in your group with the same uniform and vest (meaning prisoner uniforms do not count) have been initiated on and you were within 1000m during the initiation.
  • You're within 1000m of one of your gang/faction members initiation.
  • Someone else in your group with the same uniform as you has already initiated.
  • The person has knocked out yourself or a group member maliciously.
  • The person initiated on is in your faction and they have definitive indicators that they're in your faction (e.g. Police/USCG writing on their clothing)
  • They have stolen your vehicle and you were 5 meters from the vehicle.
  • You have attempted to call them on air frequency (60.3) at least 3 times and told them they will be shot down (Sheriff/USCG only) (Major cities, Prison and Airports only)
  • You have attempted to call them on maritime frequency (60.2) at least 3 times and told them a consequence (Sheriff/USCG only) (Applies to crew of vessel only)
  • It is martial law and a civilian/rebel has an unholstered class 3 within city limits. (Cops only)
  • The civilian/rebel has a class 3 unholstered within 100 meters of DOC walls
  • The civilian/rebel has a class 3 unholstered within 25 meters of USCG Base.
  • You are USCG/Sheriff and a USCG/Sheriff member is initiated with someone and their life is at risk.

3.3 - It is the initiators responsibility that their initiation is audible. (Recommended to not initiate on someone going over 80km)
3.4 - You must be initiated or being initiated on to be allowed to knock out, zip-tie or handcuff someone. You may only do this without prior initiation if one of the following are true.

  • It is after a situation and police are arresting suspects that they or a medic revived.
  • Consent is given (Ex. police as someone to place their hands behind on their head during a traffic stop and they comply).

3.5 - If police attempt to S1 your vehicle during a pursuit this is initiation as long as they're in a police vehicle with lights and sirens.
3.6 - You can not change your clothes during combat.
3.7 - If you call out that you're initiated to your gang/faction members and the initiation is not valid you are responsible. 
3.8 - You must be in an active pursuit of a vehicle to spike it. (Active pursuit is defined as chasing at an audible distance with lights and sirens for 15 seconds or more.)(Transport truck does not count and can be spiked at anytime by anyone)
3.9 - Initiations that are confusing are not valid (e.g. say the ABC backwards or you're dead)
3.10 - You musts give the victim 8 seconds to comply with your demands, unless they have a clear change in behavior such as start running away or reach for their firearm.
3.11 - After 10 minutes of the final shot being fired the initiation is no longer valid and all parties must re-initiate to re-engage in combat.

Section 4 - Value of life Rules
4.0 - You must always value your life as though it was real life, you must actively attempt to avoid death by either complying or avoiding situations.
4.1 - As a Law Enforcement Officer you must value the lives of all innocent civilians, if your actions will result in a civilian death you should take steps to avoid this. If Police need to use lethal force to protect a civilian it will not be classed as RDM.
4.2 - You can not ride on a moving car and shoot, you must attempt to jump off if safe or if not safe roleplay like you would be on a car in real life (Screaming hysterically)
4.3 - If there is a weapon pointed at you by someone and you do not have a weapon in your hand you must comply and you may not pull a firearm.

Section 5 - Law Enforcement Officer Rules (USCG equivalent included)
5.1 - Police Sergeants+ and Special Operations  not hold a rank within a faction on other communities.
5.2 - Selling police equipment or weapons is not allowed at all, Spec ops and major+ may not execute anyone.  (Breaking this is a 1 month ban + blacklist from cop minimum) -Receiving guns through corruption is the same punishment.
5.3 - Police must call the fire rescue to revive anyone they've shot and incapacitated, police must use stabilizers to keep them alive. If there is no response from the Fire Department on frequency or the Fire Rescue say they can not come on duty. Police may take two attempts to revive the suspect if they fail they must leave the scene as if the person was dead and no longer there.
5.4 - Police may not disconnect after a major crime is started until 5 minutes after the major crime is over.
5.5 - Department of Corrections property is defined as 100 meters from the walls.
5.6 - Police must respond to situations with fair/proportionate numbers. If police arrive on scene and there is one person or a small group doing it they should tell other units to not respond.
5.7 - Anyone surpassing the rank of Sergeant is required to be over the age of 16. Exceptions CANNOT be made to this rule. 

5.8 - Police may not breach a major or land/drop people off on the roof of a major during negotiations and must wait 10 seconds after negotiations are called off to breach/land.  This may be voided if the hostage is killed by the hostage takers.
5.9 - SWAT can shoot without calling negotiations if they have attempted all avenues of negotiation and no reasonable compromise is achieved. They must guarantee the rescue of the hostage in this case or are liable to face the consequences.
5.10 - SWAT or Tactical Teams can also shoot if it is clear the hostage is in imminent danger and shooting is the best chance at saving the hostage. This must be approved by a SWAT High Command or State Command member. (this requires more then just the normal risk to a hostage through the whole situation, the danger must be created by the hostage taker not by the police)
5.11 - Using either rule 5.9 or 5.10 voids the negotiations, negotiations are then off, hostages may be executed and others may open fire.

Section 6 - Vehicle Deathmatch
6.1 - You may not use your vehicle as a weapon (against people or vehicles) unless the person you are using it against is threatening your life (e.g. initiating on you/shooting at you.)
6.2 - If you accidentally have a vehicle collision with another vehicle you can not initiate on them, you must roleplay out a vehicle collision and exchange insurance information. If you were previously initiated you may shoot.
6.3 - Transport Truck can be rammed at all times by civilians, cops must wait 2 minutes to ram the vehicle and should try to spike it first. (Medic transport and Boat transport can NOT be rammed.)

Section 7 - Major Crime
7.1 - When civilians hit off major crimes they must text police with what they're wearing/what gang they're in and how many people they have. (They have 30 seconds to do this or the cops can respond with full numbers. You can not lie in the text message about numbers/externals etc)
7.2 - If you have a hostage at the major crime cops must respond as normal and negotiate with the hostage takers. If negotiations is called off all parties must wait 10 seconds to shoot unless the hostage is killed then cops can open fire voiding the 10 seconds but the civilians must wait 5 seconds after killing the hostage to shoot)
7.3 - Cops must respond with X amount of police compared to rebels (X is defined by response numbers below)
7.4 - When a major crime is started after 30 seconds it is 500m initiation from the major crime map marker. This does not apply if they have a hostage until negotiations are called off.(Between the robbers and cops and cops can shoot anyone with a class 3 out)
7.5 - You can not interfere with a major crime if you are not involved.
7.6 - Police and Rebels can clear a maximum of one sniper by responding to the text message sent saying there will be one. The sniper can not sit out further than 1KM
7.7 - Civilian/Rebels can not out number cops/USCG, it must be a maximum of 1:1 
7.8 - Once shots are fired at the major crime you may not attend if you are not on the server/if you disconnect.
7.9 - The following crimes are considered major crimes:

  • Fort Knox 
  • Kings County National Bank
  • Commonwealth Bank Robbery
  • Seized Weapons Robbery/Prison Break (classed as same thing)
  • Military Boat Data Breach
  • Art Gallery Robbery
  • Hostage Situation where the Police are negotiating (Outside of major crimes, Hostages used at prison/evidence locker is one major crime not two separate ones)
  • Attack on the Governors Life
  • Bomb Threat
  • Casino Robbery
  • Greenville/Salterwater Bank

7.10 - USCG can be called to majors if the gang is breaking the out number cops rule. 
7.11 - Major Crimes can only be started 30 minutes after the last major crime has concluded. 
7.11.1 - Major Crimes cannot be started 30 minutes after restart and 30 minutes before restart.
7.11.2 - Provided enough coast guard are online and the on-going major is not fort knox, military ship and USAF can be robbed.

Response numbers

  • Commonwealth +3
  • Tech Lab +4
  • Art Gallery +4
  • Casino +4
  • Greenville/Saltwater Bank  +4
  • National Bank +5
  • Fort Knox - +15 (USCG and DOC can respond)
  • Seized Weapons - No cap, all cops are allowed to respond and USCG can respond if cops are out numbered.
  • Military Ship (All USCG can respond, cops can not.)
     

Do not forget to read the community rules also.

 

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Rules Updated 12/02/2020 @ 8:50pm GMT

Added:
Section 1 - General Server Rules
2.4 - Using the meth van as a mobile KOS station is not allowed and is Fail RP. 
2.17 - You may not pull someone out of a moving vehicle, you may not restrain or escort someone while they are further away then arm's length. 
2.18 - Volunteer EMS/FD from the Sheriff's Office/Coast Guard are the same character as their Police Character and therefore can be accountable for their actions on their EMS/FD character.
2.19 - You CANNOT CPR someone just to rob them. 
2.20 - ATMs within city limits are safe zones (Within 10 meters)
2.21 - You CANNOT scam someone within a safezone. 

Section 5 - Law Enforcement Rules (USCG Equivalent) 
5.7 - Anyone surpassing the rank of Corporal is required to be over the age of 16. Exceptions CANNOT be made to this rule. 

Section 7 - Major Crimes
7.9 - The following crimes are considered major crimes:

  • Fort Knox 
  • Kings County National Bank
  • Commonwealth Bank Robbery
  • Seized Weapons Robbery/Prison Break (classed as same thing)
  • Military Boat Data Breach
  • Art Gallery Robbery
  • Hostage Situation where the Police are negotiating (Outside of major crimes, Hostages used at prison/evidence locker is one major crime not two separate ones)
  • Attack on the Governors Life
  • Bomb Threat
  • Casino Robbery
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Rules Updated 13/02/2020 @ 2:00pm AEST

Added:
Section 3 - Initiation Rules
3.10 - You musts give the victim 8 seconds to comply with your demands, unless they have a clear change in behavior such as start running away or reach for their firearm.
3.11 - After 10 minutes of the final shot being fired the initiation is no longer valid and all parties must re-initiate to re-engage in combat.

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Rules Updated 13/02/2020 @ 7:10pm AEST

Added:
Section 2 - Roleplay Rules
2.22 - You may not revive people during a combat situation, you must wait at least 3 minutes after the last shot, or must wait for the winning party to declare Code 4.

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Added to intiation rules:
The civilian/rebel has a class 3 unholstered within 25 meters of USCG Base.
9:34PM NZT 19/02/2020

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Rules Updated 11/03/2020 @ 11:45pm GMT

Added:
Section 2 - Roleplay Rules
2.23 – You may not force someone to take money out of their bank account.
2.24 - You may not shoot into a redzone from outside or out from inside without prior initiation.
2.24.1 - Entering combat with someone within a redzone creates initiation.
2.25 - You may not bait people into zones (This includes Safezones, KOS zones, Capture zones, etc)
2.26 - You may not interfere with another groups roleplay. (Eg if cops are conducting a traffic stop another group may not pull up and initiate on them.)
2.27 - You may not intentionally destroy another persons vehicle, this includes but is not limited to ramming, Driving into the water, etc.
2.28 - Intentionally S-1ing someone creates 1 way initiation. (Person that was S-1ed is initiated on the person that S-1ed only)
2.29 - You may not harm the negotiator during negotiations in any form.

Greenville/Saltwater Banks are +4 in response numbers. This has been added under the Major Crimes section. 

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Rules Updated 17/03/2019 @ 5:04am GMT

Added:
Section 7 - Major Crimes
7.11 - Major Crimes can only be started 30 minutes after the last major crime has concluded. 
7.11.1 - Major Crimes cannot be started 30 minutes after restart and 30 minutes before restart.
7.11.2 - Provided enough coast guard are online and the on-going major is not fort knox, military ship and USAF can be robbed.

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2.30 - You can not blow up peoples vehicles in a malicious way. (e.g. killing them in a gun fight then putting their car in water/under a bar gate)
2.31 - If you are mafia and cartel and you own the base you can not rob the respective runs that make money to your group.

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Rules Updated 27/03/2020 @ 1:35 AM GMT

Added:
Section 2 - Roleplay Rules
2.32 - Purposely attempting to ruin someone’s roleplay situations to try and be funny, edgy or for any other reason is not tolerated and may be classed as FailRP.
2.33 - Jumping out of moving vehicles/helicopters at unrealistic height & speed will be classed as Fail RP as you would not survive these falls without the script.  (This includes jumping from a high location abusing the fall damage script)
2.34 - Cop/CG baiting is not allowed, Cop baiting is defined as intentionally messing with or trolling police in order to provoke a response such as initiation, car chases, etc.
2.35 - DOC is not public grounds, DOC and 100M from the walls in all directions is private property. DOC must still allow civilians into DOC when acting lawfully. (such as roleplaying as a lawyer at the gate of DOC).
2.36 - Only SWAT/MSRT, CRT and Sheriff/USCG Command can determine the hostage is fake and take action. If it is determined the hostage is NOT fake and peaceful negotiations were not first attempted then the individual that made the call May be held responsible for NVL.
2.37 - You can not SHIFT + G mid gun fight (This means there have to be shots exchanged between the parties.)
2.38 - You may not rob or take the same person hostage more than once every 10 minutes.

Section 5 - Law Enforcement Officer Rules (USCG Equivalent Included)
5.8 - Police may not breach a major or land/drop people off on the roof of a major during negotiations and must wait 10 seconds after negotiations are called off to breach/land.  This may be voided if the hostage is killed by the hostage takers.
5.9 - SWAT can shoot without calling negotiations if they have attempted all avenues of negotiation and no reasonable compromise is achieved. They must guarantee the rescue of the hostage in this case or are liable to face the consequences.
5.10 - SWAT or Tactical Teams can also shoot if it is clear the hostage is in imminent danger and shooting is the best chance at saving the hostage. This must be approved by a SWAT High Command or State Command member. (this requires more then just the normal risk to a hostage through the whole situation, the danger must be created by the hostage taker not by the police)
5.11 - Using either rule 5.9 or 5.10 voids the negotiations, negotiations are then off, hostages may be executed and others may open fire.


Changed:
Section 3 - Initiation Rules

3.4 - You must be initiated or being initiated on to be allowed to knock out, zip-tie or handcuff someone. You may only do this without prior initiation if one of the following are true.

  • It is after a situation and police are arresting suspects that they or a medic revived.
  • Consent is given (Ex. police as someone to place their hands behind on their head during a traffic stop and they comply).

Section 5 - Law Enforcement Officer Rules (USCG Equivalent Included)

5.2 - Selling police equipment or weapons is not allowed at all, Spec ops and major+ may not execute anyone.  (Breaking this is a 1 month ban + blacklist from cop minimum) -Receiving guns through corruption is the same punishment.

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