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Kings County Roleplay Server Rules

Read all of the rules carefully. Claiming ignorance of these rules is not allowed and will result in at least a 24-hour ban.

Section 1 - General Server Rules
1.0 - Use common sense.
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.
1.3 - Roleplay that violates the Twitch Terms of Service and Rules of Conduct is strict prohibited. 
1.4 - You may not mislead others regarding your gender, occupation or rank/position in the community. (E.G Stolen Valor)
1.5 - You may not advertise or promote other communities on any ANZUS Gaming platforms and may not target ANZUS members with promotion or advertisement.
1.6 - Inciting drama or fueling drama within the community to create a hostile environment is not tolerated on any ANZUSGaming platform.
1.7 - Eating/Drinking/Vaping on microphone is not allowed.
1.8 - 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.
1.9 - Real-world trading (RWT), also called real-world item trading (RWIT), is the act of trading anything outside of ANZUSGaming for ANZUSGaming items or services, or vice versa. This is not allowed.
1.10 - You can not leak direct messages from staff members under any circumstances without permission. This includes discord messages, teamspeak messages and more.
1.11 - You can not soundboard members of the community without permission.
1.12 - 
You may not take staff matters or matters of rule breaks into your own hands, staff are the only ones to handle this and make appropriate judgments, as a regular player you should proceed to support and wait for a separate member of staff, or make a player report to report rule-breaks after the fact.

Section 2 - Roleplay Rules
2.0 - Your first action in any disagreement should always be to try to roleplay it out. If that doesn’t work and you have a problem with another player, handle it privately, rather than having an open argument on the radio/in chat in the game or in a public forum like Discord or Twitch. If the player has broken a rule, file a report.
2.1 - 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.
2.2 - 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.

2.21 – If you are being stopped for an offence that would not result in an arrest then you made not evade or initiate on Police. You should comply with the traffic stop and try to roleplay your way out of the ticket to your best ability. (Remember, Police cannot search for no reason)
2.3 - 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).
2.4 - Do not grief others. Griefing is the act of intentionally angering or irritating another player with malicious intent. Example: Consistently stalking a player to force interaction or robbing someone continuously or robbing someone who is in a shop.

2.5 - 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.
2.6 - 
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 - 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)
2.8 - You may not return to an the same situation you already died in regardless of the time or location.
2.9 - If you die at mafia or cartel you can not return for 45 minutes. (Applies to entire gang)
2.10 - Paradise City is a roleplay zone meaning you can not kill, rob , take hostage or steal from 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. (Targets players who steal cars or take hostages in Paradise City, have had many players think that it is OK because it is not specifically mentioned in the rules.)
2.11 - All zones that are green checkers on the map are safezones, including hospitals, clinics, firestations, and 10m from an ATM in city limits. (This does NOT include cartel and mafia base).  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 - When you are revived you are in medical custody, you must comply with the fire rescue/medic and pretend to be hurt, you must act as such and not run away. This includes not talking/arguing with the cop/person(s) who killed you.
2.12.1 – If you are incapacitated you don't remember key details about anyone that was involved in your incapacitation in the situations directly prior. There is no time requirement, including up to the point you were lured, captured or brought to the point of your incapacitation. You may remember small details – make/model/color of the vehicle that drove you, and what someone was wearing, their build and gender, if applicable, and the why and how – what the reason was and where it was done, but not who did it. IE. Harvey Armstrong takes you to the SP cave and kills you for snitch on him for stealing Steve Snows snags. You remember someone threw you off the dam for snitching.
2.12.2 – You may not return to collect your items/vehicle if you were downed and bled out, you may return if you died due to natural causes.
2.12.3 - If you are revived you may not return to/become involved in the same combat situation you were involved in. (you may return to the RP situation once combat is over) unless police arrest you or attempt to arrest you, or somebody tried to rob you after reviving you. Being shot at because you have returned to the area does not allow you to become involved again.
2.13 - 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)
2.14 - Using job vehicles for anything but jobs is Fail RP and is not allowed.
2.15 - 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. 
2.16 - 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.
2.17 - You CANNOT CPR someone just to rob them.
2.18 - You may not harm players in anyway in a safezone. You can not flee into them to avoid roleplay/combat, nor camp outside safe-zones waiting for someone to leave to follow/rob/kill them.
2.19 - 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.
2.20 - You may not force someone to take money out of their bank account. 
2.21 - You may not shoot into a redzone from outside or out from inside without prior initiation.
2.21.1 - Entering combat with someone within a redzone creates initiation however you must be within the zone to shoot.  (Standard initiation rules apply once the zone is gone.)
2.22 - You may not bait people into zones (This includes Safezones, KOS zones, Capture zones, etc)
2.23 - 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.) This includes lying to medics saying its not code 4 so people don't get revived.
2.24 -  You may not intentionally destroy another persons vehicle, this includes but is not limited to ramming, Driving into the water, under a bar gate etc.
2.25 - Intentionally S-1ing someone creates 1 way initiation. (Person that was S-1ed is initiated on the person that S-1ed only)
2.26 - You may not harm the negotiator during negotiations in any form.
2.27 - If you are mafia and cartel and you own the base you can not rob the respective runs that make money to your group.
2.28 - 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.
2.29 - 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)
2.30 - 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.
2.31 - 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).
2.32 - 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.
2.33 - You can not SHIFT + G mid gun fight (This means there have to be shots exchanged between the parties.)
2.34 - You may not rob or take the same person hostage more than once every 10 minutes.
2.35 - There should be a roleplay reason behind any hostile roleplay. More constant hostile roleplay will require stronger reasons (You cannot constantly commit hostile roleplay in the same location or against the same people without a good reason).
2.36 - You must be on whisper in the DOC processing rooms.
2.37 - After a robbery/crime is complete, you MUST attempt to evade. If there is no possible way to evade (i.e. police blocking all entrances) then you can either attempt to negotiate your way out OR engage on officers creating yourself a path to evade. When committing crime, your main goal is to evade the police and only kill if necessary. You may not sit around the robbery and wait for police to shoot them.
2.38 - Spamming the elevator doors at fort knox is classed as FailRP, Once the door close you must wait at least 10 seconds before calling it again.
2.39 - You may not rob/harm or prevent medics from doing their job.  If a medic is combat reviving and they have been given a warning about it and continue to combat revive them may be given warning shots then shot if they continue to combat revive.
2.40 - You may not change your clothing durring a active situation in order to avoid or escape RP.
2.41 - DOJ is to be considered "Strict RP" while court is in session, Soon to commence, or just concluded.  This means that you must have a GREAT RP reason to initiate or interfere with it.
2.42 -  You cannot attempt to S1 a vehicle significantly larger than your own vehicle, it is Fail RP (ex. S1ing a large truck with a standard police vehicle)

  • Transport truck is an exception to this and may be S1ed by any vehicle regardless of size.

2.43 - You may not shoot through windows, walls, or doors at major crime locations however all others that are not bulletproof you may shoot through. (Tech lab is the exception to this and the windows may be shot through)
2.44 - You may not change your clothing while in initiation, during an active situation, or in order to avoid or escape RP. You may not change into gang/group clothing if the gang is in initiation or going to enter combat/initiate in the nearby area, in order to join them.
2.45 - Placeable barriers must not block entrance ways or be used in any other way to obtain an unfair advantage.
2.46 - You may not impound vehicles during active situations unless the vehicle is blocking an entry point.
2.47 - If negotiations take place and are called off you must wait 6 seconds before shooting.

 

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 consequence must result in death or severe injury. 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 (Such as say A B C backwards, speak or die, don't look etc.) are not permitted and will be classed as fail initiation and is not allowed.
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.
3.12 - Smashing go-pro's is the action of removing video evidence from being admissible in court/IA or in character, to smash a go-pro the individual has to be restrained/tied up. (Note you do not have to stop recording but the footage is void. This does not apply to rulebreaks)
3.13 - Civilians may only deliberately ram other vehicles while in initiation. If rammed on purpose outside initiation you may retaliate, creating an initiation.
3.14 – You may not initiate, rob, harm, detain or other use forms of violence against someone you have ran over outside of initiation you must leave the area and continue as normal. If someone is run over by you or a non-involved party during an initiation, you may not harm them until they are up on their feet or 10 seconds has passed.
3.15 - Initiation must be made in person NOT over the phone or via text.  (Maritime Freq/Air Freq SO/USCG initiation is the exception to this rule.)
3.16 - If no consequence is given during an initiation and the party that was initiated on shoots the party initiating it is not classed as RDM as long as the initiating party had a visible weapon and intended to do harm with it.  
3.17 - Spike stripping a vehicle creates one way initiation (Vehicle is initiated on the person that spiked them).


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. You will be considered in breach of VLR if you take actions which have no reasonable chances of survival (unless your actions are your only chance for survival).
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. This rule mainly focuses on protecting unarmed civilians or civilians with class 1's being attacked by groups of class 3's if there is a gang fight cops need to initiate to get involved.
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 directly at you by someone and you do not have a weapon in your hand you must comply and you may not pull a firearm. (This applies to civilians and police. SOPs that state police may not shoot do not void this rule) (This only applies at a reasonable distance based on the weapon being used. Walls, vehicles, other cover and pointing a weapon away all mean this rule does not apply however 4.0 still applies)
4.4 - It is FailRP to commence hostile roleplay where you have low prospects of survival, unless it is your only way out of a bad situation. (Such as robbing multiple fully geared people with no gear)
4.7 – You may not kill someone who has complied with your demands. (Note: your demands end once leave and are out of line of sight)

Section 5 - Law Enforcement Officer Rules (USCG equivalent included)
5.1 - Police Sergeants+ and Special Operations can 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 - NIL
5.9 - NIL
5.10 - Using either rule 5.9 or 5.10 voids the negotiations, negotiations are then off, hostages may be executed and others may open fire.
5.11 - Faction and civ names must be unique from each other with more than only a few letters difference.  (Eg. Dylan Rodgers & Dylon Rodgers is not acceptable).

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 cannot lie in the text message about numbers/externals etc)
7.1.1 - Civs are not required to declare externals, externals may not be over 1K away from the major crime location at any time or they are not a part of the major and anyone they kill is considered RDM.
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 - You can not interfere with a major crime if you are not involved.
7.5 - Civilian/Rebels cannot out number cops/USCG, it must be a minimum of 1:1 
7.6 - Once shots are fired at the major crime you may not attend if you are not on the server/if you disconnect.
7.7 - USCG can be called to majors if the gang is breaking the outnumber cops rule. 
7.8 - Major Crimes can only be started 30 minutes after the last major crime has concluded. 
7.8.1 - Major Crimes cannot be started 30 minutes after restart and 30 minutes before restart.
7.8.2 - Provided enough coast guard are online and the on-going major is not fort knox: military ship and USAF can be robbed.
7.9 - If civilians do not protect the objective of the major, the police may seize it after giving two verbal warning to the robbers on yelling at the objective and then waiting 3 minutes.
7.10 - You may not initiate on or interfere with police/CG that are staging for a major crime.  This includes but not limited to, Robbing, Killing, Trolling, etc.
7.11 - If you state you are using class 1 for a major you must use this for the entirety of the major, E.g you cannot say you are using a class 1 and then half way through pull out a class 3.
7.12 - 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 (Does not apply to Mil Ship/Cargo Ship as they must land in order to negotiate).  This may be voided if the hostage is killed by the hostage takers. 

7.13 - You can not use a hostage at Tech Lab.
7.14 - If you do a major just before restart civilians must push out when the 10 minute warning till restart announcement appears. 
                                                                                                  
                                                                                                                                   
The following crimes are considered major crimes:

  • Fort Knox 
  • Kings County National Bank
  • Commonwealth Bank Robbery
  • Seized Weapons Robbery/Prison Break/Prison Attack (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/Saltwater Bank
  • Sunken Military Ship
  • Kings County Mint
  • Jewelry Store Robbery (Vault Only)
  • Car Dealership Robbery

Response numbers

  • Commonwealth Bank: +3
  • Tech Lab: +4
  • Art Gallery: +4
  • Casino: +6
  • 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 only if cops are outnumbered.
  • Military Ship: All USCG can respond, cops cannot.
  • Sunken Military Ship: All USCG Can respond, cops cannot.
  • Kings County Mint: +7
  • Jewelry Store Robbery: +4
  • Car Dealership Robbery: +4
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Rules updated 9/5/2020 @ 8:15AM GMT

Changed:
3.5 - Removed "Police cannot attempt to S1 a vehicle significantly larger than their vehicle, it is Fail RP (ex. S1ing a large truck with a standard police vehicle) (Stops cops unrealistically S1ing a truck which weighs 10x more than their car)" from 3.5 and became 2.46


Added:
2.7 - You may not return to an the same situation you already died in regardless of the time or location.
2.42 - Spamming the elevator doors at fort knox is classed as FailRP, Once the door close you must wait at least 10 seconds before calling it again.
2.43 - You may not rob/harm or prevent medics from doing their job.  If a medic is combat reviving and they have been given a warning about it and continue to combat revive them may be given warning shots then shot if they continue to combat revive.
2.44 - You may not change your clothing durring a active situation in order to avoid or escape RP. 
2.45 - DOJ is to be considered "Strict RP" while court is in session, Soon to commence, or just concluded.  This means that you must have a GREAT RP reason to initiate or interfere with it.
2.46 -  You cannot attempt to S1 a vehicle significantly larger than your own vehicle, it is Fail RP (ex. S1ing a large truck with a standard police vehicle)
3.15 - Initiation must be made in person NOT over the phone or via text.  (Maritime Freq/Air Freq SO/USCG initiation is the exception to this rule.)
3.16 - If no consequence is given during an initiation and the party that was initiated on shoots the party initiating it is not classed as RDM as long as the initiating party had a visible weapon and intended to do harm with it.  
3.17 - Spike stripping a vehicle creates one way initiation (Vehicle is initiated on the person that spiked them).
5.12 - Faction and civ names must be unique from each other with more than only a few letters difference.  (Eg. Dylan Rodgers & Dylon Rodgers is not acceptable).
7.13 - You may not initiate on or interfere with police/CG that are staging for a major crime.  This includes but not limited to, Robbing, Killing, Trolling, etc.
7.14 - If you state you are using class 1 for a major you must use this for the entirety of the major, E.g you cannot say you are using a class 1 and then half way through pull out a class 3.

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Rules updated 27/6/2020 @ 6:50PM GMT

Changed:
Major Crime section completely redone to fit with the new 3.7 update major crime changes

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.) Fixed and moved to major crime section.

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