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Paul Phantom

Server Rules

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Montana State Roleplay Server Rules
Read all of the rules carefully. You cannot claim ignorance of these rules.

Section 1 - Community Rules
(Enforced on ALL ANZUSGaming platforms)
1.1 - Use common sense.
1.2 - Rules are made to be followed correctly. You cannot intentionally abuse loopholes within the rules.
1.3 - You must respect every member of the community and may not engage in racism, homophobia or other hateful behaviour. This rule does not apply to general abuse, if someone calls you a mean word just ignore it but if it's excessive then report it.
1.4 - Inciting drama or fueling drama within the community to create a hostile environment is not tolerated on any ANZUSGaming platform. 
1.5 - You must use a clear working microphone. If you have a lot of background noise, use push to talk.
1.6 - Eating/Drinking/Vaping on microphone is not allowed.
1.7 - You may not mislead others regarding your gender, occupation or rank/position in the community. (e.g stolen valour).
1.8 - You may not advertise or promote other communities / non ANZUS discord servers on any ANZUS Gaming platforms and may not target ANZUS members with promotion or advertisement.
1.9 - 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.
1.10 - You can not leak private direct messages from staff members, this includes from discord, teamspeak, forums and any private channel that others can't see. This includes ANY form of message even the word "hey", this is a VERY strict rule and will result in a permanent ban in most cases regardless of the content as it's the principle. Leaking private messages from other community members that lead to drama can also get you banned. Private messages are private.
1.11 - 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. You should either go to the support channel on teamspeak or make a player report on the forums.
1.12 - You cannot soundboard members of the community without permission.
1.13 - You cannot evade bans issued against you, this includes, but is not limited to, making a new steam account to avoid a server ban, making a discord account to avoid a discord ban, using a VPN to evade an IP ban or evading relevant global non-anzus bans such as BattlEye global bans without permission. If you disagree with the terms or circumstances surrounding your ban, you should appeal your ban and not ban evade.
1.14 - Knowledge of a perm banned player ban evading and not reporting it to staff will result in a permanent ban for harbouring.
1.15 - Staff members have the final say at all times, if you disagree with their decision you can appeal it but must not argue or cause drama regarding it.
1.16 - You cannot make “salt” reports (reports that are out of spite because they have killed you or they just reported you and you want ‘revenge’) this will be determined by staff. This includes ‘witch-hunting’.
1.17  - You cannot be punished by factions or gangs for reporting a rule break.
1.18 - Follow the chain of command when asking for staff help, don’t go to Doug for a simple tech support question. Go to requesting staff or message a member of the Support Team and they will escalate if needed.
1.19 - You cannot do anything that violates the Twitch Terms of Service or Rules of Conduct.

Section 2 - General Server Rules
2.1 - When casino employees ask for your age you must give your real legal age. You cannot gamble if you are under 18. Casino employees have the final say in allowing you to gamble.
2.2 - You cannot drop, give or sell any sort of unique/donator items or vehicles (exception when getting robbed).
2.3 - You cannot AFK for longer than 15 minutes. You cannot AFK in the lobby of the server.
2.4 - 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 includes using third party cross-hairs, recoil scripts, wall peaking, lag switching etc. This also includes abusing developer errors such as overpowered weapons, runs, standing on trees or other things that you would not logically be able to stand on, etc. If you think something isn’t right you MUST inform a member of SLT.
2.5 - Transferring money to your other characters (indirectly) is strictly prohibited.
2.6 - Do not grief/troll others. Griefing is the act of intentionally angering or irritating another player with malicious intent.
2.7 - Metagaming is not allowed, you cannot know or act on any information that your character hasn’t directly learned through roleplay. 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 - All whitelisted civilian faction members must be 16+ to join. Exceptions to this rule cannot be made. 
2.9 - You cannot abuse the Player Appreciation System. This includes mass giving negative/positive rep, and submitting false player comments. Getting your friends/gang members to give mass negative/positive rep comments is also against the rules. 

Section 3 - Roleplay Rules
3.1 - Roleplaying is the main ambition of ANZUS. 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.
3.2 - Your first action in any disagreement should always be to try to roleplay it out. Don’t have open arguments on the radio or twitter. If the player has broken a rule, file a report.
3.3 - You cannot purposely attempt to ruin someone’s roleplay situations to try and be funny, edgy or for any other reason.
3.4 - Your character must use a valid roleplay name. First and last name. It cannot contain any common words or sound obscene when spoken out loud. It cannot be the name of a celebrity. Staff has the final say in deeming a roleplay name as valid.
3.5 - You cannot bait people into situations. Baiting is defined as intentionally messing with or trolling in order to provoke a response such as initiation.
3.6 - If you are being stopped for an offence that would not result in an arrest or your vehicle being impounded, then you may 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).
3.7 - Blue grids on the map are roleplay zones meaning you cannot kill, rob, take hostage or steal from other players without a good roleplay reason, combat is allowed in the roleplay zones but there must be a roleplay reason (e.g. gas station/pursuit between civilian and police). Hospitals, clinics and fire stations are considered blue zones. They are defined by their property lines.
3.8 - Using twitter for anything that is not in roleplay is strictly prohibited. (e.g. using it as a side chat or asking staff for help).
3.9 - You cannot log off to avoid roleplay. This includes logging off while unconscious, while in hand-cuffs and during situations. When logging off the server make sure you're hidden from sight to make sure you don't ruin immersion.
3.10 - You cannot reference any secondary characters in any way. (Pen-pal, cousin, etc).
3.11 - You cannot use job vehicles or job clothing for anything else than the job.
3.12 - You cannot pull someone out of a moving vehicle, you cannot restrain or escort someone while they are further away than arm's length.
3.13 - Court is to be considered "Strict RP" while court is in session, soon to start, or just finished.  This means that you must have a GREAT RP reason to initiate or interfere with it.
3.14 - Placeable barriers must not block entryways or be used in any other way to obtain an unfair advantage.
3.15 - Attempting to communicate to a downed player with any form of toxicity is strictly prohibited. (This includes any form of bragging after winning a situation).
3.16 - Only the following direct messages can be used in roleplay: ACU case notifications, BrookField Late Notices, Judge approved court case documentation.
3.17 - You may not interfere with another groups' roleplay. (E.g. if cops are conducting a traffic stop another group may not pull up and initiate on them).
3.18 - You cannot flee (exception to bluezones) into zones. You cannot bait people into zones or camp outside of zones waiting for people to leave.
3.19 - After a robbery/crime is complete, you must attempt to flee. If there is no possible way to evade then you can either attempt to negotiate your way out or engage on officers creating yourself a path to evade. When committing a crime, your main goal is to evade the police and only kill if necessary. You cannot unnecessarily hang around after committing a crime.
3.20 - Any video that is within view of the cameras located at a government building (courthouse, police stations, DOC), can be used within roleplay and doesn't require a go-pro or wire. When more than 20 metres from the camera audio cannot be used.
3.21 - Smashing a go-pro is the action of removing video evidence from being admissible in roleplay, to smash a go-pro the individual has to be restrained. (You do not have to stop recording but the footage from that point on cannot be used in roleplay. This does not apply to rule breaks).
3.22 - You cannot constantly commit hostile roleplay in the same location or against the same people without a good reason (meaning you cannot camp at a location). You/your group must not commit any deliberate hostile actions against the same group more than once every 30 minutes.
3.23 - You cannot drive your vehicles in an unrealistic manner (driving up unrealistically steep hills, driving in unrealistic locations/terrain, driving crazy speeds abusing the fact you don't die when you crash).
3.24 - You may use soundboards in-game if it increases the roleplay or is for the purpose of roleplay, if asked to stop, you must stop. Using a soundboard in a car to play music is permitted.
3.25 - Quoting rules in roleplay in the server or saying "I am going to report you" is malicious fail RP and is instantly 50 points.


Section 4 - Initiation Rules
4.1 - Initiating on someone allows you to shoot/kill them. A valid initiation consists of a demand and a consequence resulting in injury or death. Initiation is shared between people wearing the same uniform and vest, and LEO’s. (Hands up or Die, or any variation that includes or die is not valid.)
4.2 - You must not initiate or rob without a valid roleplay reason. The exception to this is when the person is wearing rebel clothing (wearing at least a vest) within a turf (Does not exempt bluezones). Someone doing an illegal / legal run is not a valid RP reason to rob someone. 
4.3 - If you rob someone you should only take the necessary items. (e.g an officer is trying to arrest you and you manage to hold him at gunpoint. You should only disarm the officer and take their radio so you can flee safely). You must have a valid reason to steal someone’s uniform, taking their uniform to collect them in your house is not a valid RP reason. 
4.4 - You must give the victim 8 seconds to comply with your demands unless they have a clear change in behaviour. Such as starting to run away, talking on radio or reaching for their firearm.
4.5 - When initiating you must have an actual intention of initiating (and not just be trolling), have a weapon with intent to harm (fists included) and declare your uniform or group affiliation if they cannot see you.
4.6 - CTRG shares initiation with whoever they are allied with at the time. They are recognizable by a grey checked pattern on their clothing. (You can check who CTRG is aligned with by looking at the bottom right of your screen. 
4.7 - The following situations allow you to shoot at someone without initiation (this allows only you to shoot, not your entire group), doing so creates initiation:

  • You or your group member (wearing the same clothing) has been knocked out, tazed, zip-tied or handcuffed.
  • Your vehicle has been stolen (getting in and driving away) and you were 10 metres from the vehicle.
  • Someone is attempting to shoot/taze you directly.
  • Your vehicle was intentionally rammed by another vehicle.
  • You were intentionally run over by another vehicle.
  • Police have attempted to S1 your vehicle during an active pursuit.
  • Your vehicle was spike stripped.
  • Someone is giving you a demand while having a visible weapon and intending to do harm with it.
  • You have attempted to call them on the air frequency (60.3) at least 3 times and told them a consequence  (LEO only).
  • You have attempted to call them on maritime frequency (60.2) at least 3 times and told them a consequence (LEO only).
  • It is martial law and a civilian has an un-holstered class 3 within city limits. (LEO only)
  • A civilian has an un-holstered class 3 within the black circle around DOC (LEO only)
  • A civilian has a terrorist item on them, terrorist items are defined as class 4+ (Bombs, RPGs only) (KOS BY LEO)

4.8 - Initiation is no longer valid as a result of the following:

  • 10 minutes of no shots being fired (unless there is an obvious standoff between the initiated parties).
  • No living member from the opposite party is within 1km of the situation. (If you enter the area again you have to reinitiate, but the other party can still shoot you).
  • Medics arrived on scene and declared the situation code 4.

4.9 - Initiation must be made in person. Not over the phone or via text.  (Exception for maritime and air frequency, LEO only).
4.10 - It is the initiator's responsibility that their initiation is audible. (Recommended to not initiate on someone going over 80km). (Note that switching voice levels with alt+tab while talking can make you inaudible for a short period).
4.11 - If you call out that you're initiated to your gang/faction members and the initiation is not valid you are responsible. 
4.12 - You must be initiated to knock out, taze, zip-tie or handcuff someone. Unless consent is given or you are police restraining suspects after a situation is over.
4.13 - You cannot knock someone out after a gunfight has started (meaning shots have been exchanged).
4.14 - You cannot change your clothes with the intent to gain or lose initiation/roleplay.
4.15 - You cannot give demands that are confusing or unrealistic.
4.16 - You cannot force someone to take money out of their bank account, house inventory, give house keys, sell their vehicle or pull a vehicle out of their garage.
4.17 - Redzones are defined by red areas on the map. Redzone are Kill On Sight and does not require initiation. However, you must be inside the zone to shoot. You cannot shoot from inside the zone to outside, unless someone is actively involving themselves with the zone (e.g constantly going in/out of the zone or giving callouts to people inside the zone).
4.18 - Capture zones are redzones at all times regardless of colour. (Not including Mobster/Cartel base, if you shot before the zone turns green the initiation continues but if the zone is green it is not KOS).
4.19 - If a redzone disappears, normal initiation rules apply if shots have already been fired at the other party.
4.20 - Starting a melee fight with fists (or a non-deadly melee weapon) create one way initiation for the person being punched. You do not need prior initiation to start melee combat. But you must have a roleplay reason to start a melee fight. Going around punching people for no reason is instantly 50 points.
4.21 - Whitelisted civilians do not need to initiate on each other but they should only engage in combat when the roleplay story brings it there.
4.22 - You can commit a robbery with people in different clothing, but you all must be/stay inside the building. (This makes you share initiation).
4.23 - No more then 8 civilians can be included in initiation, and no more then 16 Law Enforcement. (Majors that have a larger response numbers such as Fort Knox allow cops to bring their full response numbers & void rule 4.23) 

Section 5 - Value of Life Rules
5.1 - You must always value your life as though it were real life, you must actively attempt to avoid death by either complying or avoiding situations. (Unless it is your only option to survive). (SOPs that state police may not shoot do not void this rule).
The following situations breach valuing of life:
Not complying while there is a weapon pointed directly at you from a reasonable distance while you do not have a weapon in your hand yourself or don't have any cover to hide behind.
Not complying while there are multiple guns pointed at you and you are severely outnumbered.
Commencing hostile roleplay where you have low prospects of survival. (e.a robbing fully geared people with no gear).
Riding on top of a moving car and shooting.
Jumping off buildings higher than 15m. (This includes jumping into water).
Jumping out of vehicles at unrealistic speed or height.
5.2 - You may only kill someone complying with your demands if the roleplay story brings it there. (Note: you must have a substantial reason to do so).
5.3 - You are allowed to blow yourself up during terrorist RP, it is not FVLR. This does not mean you don't put your hands up to value your life if you do not have any bombs.

Section 6 - Law Enforcement Rules
6.1 - Police Sergeants+ and Special Operations cannot hold a rank within a faction in other communities.
6.2 - Anyone who is a Sergeant+ is required to be over the age of 16.
6.3 - Selling or giving away faction specific/unique equipment or weapons is not allowed. Receiving guns/equipment through this is the same punishment.
6.4 - Spec-ops members and major+ cannot execute or partake in executions (not including the death penalty given by DOJ).
6.5 - Police must call the fire rescue to revive anyone they've 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 are unable to come. 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.
6.6 - Police cannot disconnect when a major crime has started and during the major crime. Unless enough police can respond.
6.7 - Police must respond to situations with fair/proportionate numbers (max of 1 civilian to 2.5 cops). If police arrive on scene and there are enough police they should tell other units to not respond. The highest-ranking officer on scene is responsible for ensuring appropriate numbers. (In situations where the number of civilians is unclear, cops should make a reasonable assumption and respond accordingly. Police must round down for police response not round up.) 
6.8 - You cannot use a fake hostage. All hostages are to be treated as real.
6.9 - For any video to be used in roleplay you must have either a gopro or wire (audio only) equipped. You cannot send videos to Command/IA without a Go-pro/Wire. 
6.10 - If negotiations are called off (stated by either party) both parties cannot shoot for 10 seconds (this creates initiation between both parties). Unless a hostage is killed then cops may shoot instantly.
6.11 - You may not harm the negotiator during negotiations in any form. When negotiations have started no more hostages can be taken. 
6.12 - SWAT may take the shot on civilians who have a hostage during negotiations. All avenues of negotiations must take place before this is done.
6.13 - Police may not enter, open doors or land/drop people off on the roof during negotiations and must wait 10 seconds after negotiations are called off to breach/land on a major crime building. (This is void for buildings that can only be accessed by helicopter, but police still cannot enter the building).
6.14 - Police cannot impound vehicles during active situations unless the vehicle is giving a combat advantage (not including using it for cover, but e.g blocking the path of an entrance).
6.15 - Police must be in active pursuit prior to spiking the vehicle.

Section 7 - Vehicle Deathmatch Rules
7.1 - 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.)
7.2 - If you accidentally have a vehicle collision with another vehicle or person, outside of initiation, you cannot initiate on them. You must roleplay a vehicle collision.
7.3 - You may only deliberately S1 other vehicles while in initiation (exception for police in active pursuit).
7.4 -  You may not intentionally destroy another person's vehicle. (The only exception to this is a gang roleplaying getting rid of an ex-gang member's car).
7.4 - 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 have passed.
7.5 -  You cannot attempt to ram/desync ram a vehicle significantly larger than your own vehicle.
7.6 - Transport Truck and DOC Transport can be rammed at all times (voids 7.5), cops must wait 2 minutes to ram, and should try to spike it first.

Section 8 - Major Crime Rules
8.1 - When civilians conduct a major crime, they must text police with what they are wearing/what gang they are in, how many people they have, what class of weapon they are using and if they want to negotiate (They have 60 seconds to do this or the cops can respond with full numbers.) You cannot lie about the information in this dispatch.
8.2 If civilians do not state in the dispatch that they want to negotiate during a major crime, 1km around the major crime marker becomes KOS between the civilians doing the major crime and the police responding to the major crime.
8.3 - You cannot initiate or interfere with a major crime if you are not involved. This includes police that are staging to respond to a major crime.
8.4 - Civilians cannot outnumber cops during a major crime, it must be a minimum of 1.5 LEOs to 1 civilian (1.5-1)
8.5 - Once shots are fired at the major crime you may not attend if you are not on the server/if you disconnect.
8.6 - You cannot shoot through windows, walls, or doors at major crime locations. (Also when major crimes are not active)
8.7 - You cannot start a major crime 30 minutes before and after a server restart. Majors can only be started 30 minutes after the last major crime has concluded. 
8.8 - A major crime can be called off by the highest-ranking staff member online, in cooperation with the highest-ranking cop online, if they deem that adequate response numbers cannot be met (this is not the only reason, but the main one).
8.9 - Police must respond to a major crime in order to meet response numbers.
8.10 - Externals must be within 1km of the major crime, if a civilian is not 1kmfrom the major crime when the major starts they can not join in. 
8.11 - Civilians cannot place vehicles within a major crime to block off doorways/create overpowered angles to hold from. 
8.12 - The following situations are defined as major crimes. Cops must respond with X amount of police compared to civilians (default +6 if not defined):

  • Hostage Situation where police are negotiating
  • Evidence Locker Robbery/Prison Break/DOC Attack (All LEO’s may respond)
  • Federal Bank (All LEO's may respond)
  • Attack on the Governor's Life (all cops)
  • Fort Knox (+15)
  • Mint Bank (+7)
  • Military Ship (+6)
  • Casino Robbery (+6)
  • National Bank (+7)
  • Art Gallery Robbery (+4)
  • Small Art Gallery Robbery (+3)
  • Midlands Bank (+4)
  • Eggplant Store (+4)
  • Museum Robbery (+6)
  • Car Dealership Robbery (+4)
  • Jewellery Store Vault Robbery (+4)
  • NASA (Not KOS, negotiations required) (+10)
  • Embassy (+10)
  • Boat Dealership Robbery (+5) 
  • Laboratory (+6)
  • Paycheck Centre (+4)
  • Silver Rush Casino (+7)
  • ASE Stock Exchange (+10)

Section 9 - Medical Rules
9.1 - When you are revived you are in medical custody, you must comply with the medic and pretend to be hurt. You must act as such and not run away. This includes not talking/arguing with the people who killed you. You cannot (pretend to) be afk to avoid medical RP.
9.2 -  If you are incapacitated you don't remember key details about how you were incapacitated and the situations directly prior. If you bled out you don’t remember anything.
9.3 - If you were incapacitated and bled out, you cannot return to the location of your death for 30 minutes. (Exception for conflict zone events, you may return instantly. And capture zones, after 15 minutes).
9.4 - 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. Being shot at because you have returned to the area does not allow you to become involved again.
9.5 - Fire rescue/medics must be neutral when performing life saving duties, they cannot favour any side in situations. (In court cases this is void but medics are required to tell the truth). If they witness corruption/illegal activities from Law Enforcement they can report them.  
9.6 - You cannot revive someone just to rob them or to take them hostage.
9.7 - You may not revive people during a combat situation, you must wait for the winning party to declare Code 4 (see section 13).
9.8 - You cannot prevent medics from doing their job (initiating, robbing/stealing or harming in any form). This includes lying to medics saying a situation is not code 4.

Section 10 - Gang Rules
10.1 - When holding the Mobster/Cartel base you cannot rob your respective run.
10.2 - If someone denies fees you must give them at least 1 warning. This must be done in person with a visible threat. You cannot initiate on someone for denying fees once.
10.3 - Warnings last for one restart and do not reset if a gang loses control of Mafia/Cartel.
10.4 - If you die or do not attempt to defend Mobster/Cartel (defending means you must initiate combat with hostiles) you cannot return for 45 minutes. The 45 minute wait time doesn't apply if you are defending but cannot find attackers, if you leave the zone, this is void.
10.5 - A maximum of 8 gang members can attend the Conflict zone event, CTRG can ally but your numbers can not exceed a total of 8 members.

Official Gangs:
10.6 - Official gangs should make a conscious effort to help new players instead of robbing them. Each week official gangs should spend at least 1 hour helping out new players with runs (e.g. providing security).
10.7 - Official gangs must make a conscious effort to follow all server rules, gangs cannot have 2 or more members banned at once otherwise the gang may receive a strike
10.8- Official Gangs must remain active within the community and complete a minimum of 3 major crimes a week, all major crimes must be logged.
10.9 - Official gang members must not hold a whitelisted position on another server, this includes official gangs on other servers. 
10.10 - Official gang members may not be a part of other gangs and must wear their respective uniform at all times (exception for roleplay situations e.g Court or when playing together with other people not in the gang).
10.11 - Official gangs may not drop or give out their uniforms/gear/cars (getting robbed is the only exception).
10.12 - Official gang members must have the respective gang tag on TS
10.13 - If two official gangs are allied and playing together they must be wearing the same uniform.
10.14 - All Official Gang members must be in the ANZUSGaming Official Civilian discord to receive important vital updates. 
10.15 - Gangs cannot team up at KOS Zones or Capture Zones. 

Section 11 - Event Rules
11.1 - During events you must listen to and respect the event host’s decisions at all times and not argue or cause drama. If the event host asks you to leave their event you must comply.
11.2 - SOP’s do not have to be followed during events. (Don’t be stupid, remain professional and courteous, use common sense)
11.3 - You cannot play soundboards during an event unless specifically requested by event staff.
11.4 - All players on the server will be able to attend the event unless you are event blacklisted (have caused continuous interruptions in multiple events). Players are not required to attend events, the server will remain available for normal play during events unless a server-wide event is started, these are announced prior on discord and by the ANZUS events team.  
11.5 - All rules are to be followed unless the rule is specifically exempt during the event. 
11.6 - During an event you must not retaliate against people that mess around or break the rules, you must inform the event staff and they will deal with it.

Section 12 - Prison Lifer Rules
12.1 - Prison Lifers should not be online as prisoner lifers if there are less than 4 DOC on duty. 
12.2 - Prison Lifers when first created, do not know anyone on the island, and must find out all information within roleplay. 
12.3 - Prison Lifers should not actively attempt to ruin roleplay or troll within DOC. Doing this will lead to a prison lifer ban. 
12.4 - DOC are required to let prisoner lifers know if there are 4 or more DOC officers on duty so they can determine if they need to log off or stay on.
12.5 - Prison Lifers shouldn’t create back to back hostage situations with the knowledge they will not escape.
12.6 - If you escape as a prison lifer, you should try to live your life on the run and not hand yourself in unless there's no other means to evade. 


Section 13 - Examples and Definitions
LEO = Law Enforcement Officer
DOC = Department of Corrections
KOS = Kill on Sight
Spec-Ops (Special Operations) = SWAT, CID & DHS
SLT = Senior Leadership Team (Senior & Head Administrator)
SMT = Senior Management Team (Management)
LT = Lead Team (Founder, Community Lead, Project Lead)
GoPro = Records audio and video
Wire = Only records audio
Witch-Hunting = Purposely looking to report the same person over and over again because of a vendetta / ‘revenge’ or reporting them for minor rule breaks. This is determined by staff.
S1 = ‘desync ram’ (you pull in front/sideswipe a vehicle. If you are unsure what this looks like ask staff)
Whitelisted civilian factions = Mafia, bikers and gangsters
Active pursuit = Chasing at an audible distance with lights and sirens for 15 seconds or more.
Code 4 is a term used to indicate that a situation is over/finished, allowing people to be revived. This can be declared by the winning party once they are sure there are no alive members of the opposite party within 1km. Note that initiation is still valid if code 4 is called (unless specified otherwise in rules). Note that once medics have arrived on scene and declared the scene code 4 initiation is no longer valid.

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