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  1. Frequently Asked Questions FAQ How to use this thread SMT along with our other staff get 100s of request and questions a day and that number is only growing due to our community growing. This thread serves to answer a lot of the questions we get asked daily and might save both yourself and our staff some time in the process. The best way to use this thread is to use your browser's Find feature (ctrl+f) and search up some keywords of what you might need help with. For example, if I got RDM'ed in-game or someone broke NLR and came back and stole all my hard earned Gaminglight Bucks then I might use Ctrl+F and search for RDM or NLR and scroll through until I find what might point me in the correct direction. We hope that this does help you have a better experience here and please let us know if we should add a section to this so that we might better help others! Thank you! In-Game I was RDM/NLR/FailRP/etc Most in-game issues should be handled in-game. No situation such as RDM/NLR/FailRP/etc should be brought to Superadmin+ in Teamspeak since that can be handled in-game and the staff in-game are more equipped to help with the issue. There is no one on to whitelist. Unfornutely, we can not have people on 100% of the time to whitelist. We understand that this can be frustrating. Please just wait till someone gets online to whitelist. Do NOT spam discord, Teamspeak, or the website to get someone on to whitelist. The server crashed while I had printers/a base built. If it is on PoliceRP, you can refund your printers once the server comes back up. For the base, unfortunately, you'll have to rebuild it. ? If it is on another server then we have no clue how you got a printer and you should probably hide them ? Where can I find the workshop links? https://steamcommunity.com/id/zeeptin/myworkshopfiles/?section=collections That is my collection of all the different server collections. You should be able to find the server collection you need. Bans I was banned what do I do? If you truly did something wrong then wait out your ban. If you believe that you did nothing wrong or that there was missing information about what happened feel free to open a ban appeal on the forums under the server the ban was on. If you actually did do something wrong and would like to apologize to the involved parties (we are a friendly community so we like this option), you can make a ban appeal and just say "Hey sorry I messed up. I didn't mean to do that. My bad." Depending on what you did, most of the time your ban will be shortened. I want someone else banned. Do you have evidence? No -> Get evidence. Yes -> Make a post under the correct server in Report Center. Donations I donated for a Teamspeak channel but it didn't get made. Unfornutely, we do not do Teamspeak channels automatically due to the permissions we set upon them. Please join a requesting SMT channel and one of them will be able to check your account for the donation and make the channel for you. I donated and the credits didn't show up on my account. Did you use an eCheck on PayPal? If so, allow 5-7 days for that to clear. Otherwise, please join a support room with the following information ready: STEAMID and transactionID Website Where are the forum rules? Why do I have to sign up with a steam account? This is a much more secure way of making accounts and managing them. We do not see any of your steam account infomation on our end such as passwords, that is all handled on the steam site through API. If you have an account from when we allowed email registration you will need to have it merged with your new steam account which has to be done by Zeeptin. Please message him with your old forum account name and your new forum account name (steam account). This does NOT require you to join his waiting room. Just message him. Staff How do I transfer to another server in Gaminglight? You must get permission from a HoS+ on both the server you are on currently and the server you want to transfer to. I need my staff tags from a recent promotion/demotion. Please message a HoS+ with the following information: Username, STEAMID, current rank, tags that you need removing and tags you need, who promoted you, and when. Teamspeak What is the Teamspeak IP? ts.gaminglight.com Why is the security level so high? It is not unusual for GMoD communities to get griefed by people joining on VPNs and alternate ID's. We do this so it makes it just a little bit harder to do all this. We appreciate you guys understanding so that you can have a better experience once in Teamspeak. Custom Jobs/Classes How often are custom jobs done? Custom Jobs are usually done 2-3 times per week. If we are busier then they will be checked only once a week. Are custom jobs done in any order? Yes, the custom jobs at the bottom of the thread are done first. (So if you spam post on the thread it will be the last one done probably) What is a weapon entity name? A weapon entity name is a name that the code uses to identify that weapon. EX: tfa_csgo_negev You can get this by going into the Q menu > weapons > find the category of the weapon > right click > copy to clipboard How do I get a playermodel path? Subscribe to the playermodel addon on the workshop > restart your gmod > open singleplayer > Q menu > Under browser on the left panel go to addons > find the addon > right click the playermodel > copy to clipboard (be sure it is the playermodel and not the NPC it should have something like player or playermodel if there are multiple different models) Where can I find more info on custom jobs? This post is pretty detailed. If this does not answer all your questions then feel free to ask a staff member. How do I pay for custom job additions (EX extra players, extra armor, extra weapons) These MUST be paid for using the "Custom Donation - $10/$20" under the where you buy credits. We do NOT accept credits under any circumstance for custom job additions. I want to buy out a custom class in-game where the owner is either blacklisted or never plays anymore. We do allow people to buyout custom jobs of players that no longer player on the server. We offer these at discount prices that are marked down from the original total that it cost to get everything on the job. This is a great way to get a custom job with a lot of additions for cheaper than you would buying your own. If you are interested in doing this. First, figure out who the owner is and if they still play. Then message Zeeptin with the custom job name and the steamid of the owner. He will then give you a quote for how much the custom job will be at the discounted price. That quote is only valid for that one day. As future quotes will probably be more expensive. Discord What is the discord link? https://discord.gg/bsjzDga Someone is spamming, abusing, etc. in discord. Report this to a discord administrator Harassment I am being harassed in-game, Teamspeak, website, discord, steam, or Snapchat relating to Gaminglight. If it is on Snapchat, for future reference you shouldn't add people from Gaminglight on Snapchat regardless. If you are being harassed though, take a screenshot of the messages. Do not be surprised if nothing is done because it is hard to link a snapchat name with a Gaminglight player. Before taking any harassment to SMT+, consult another lower staff member to see what they think about the situation and if they can mediate the situation for you. Majority of these "harassment" cases are actually not harassment at all but just a misunderstanding. That staff member will then refer the case to SMT+ if they believe that there is an actual problem. Is racism allowed? No. If you are being racist don't get upset when you get blacklisted from our community. Blacklist What is a blacklist? A blacklist is a ban from all of Gaminglight services. This includes the website, all servers, teamspeak, discord, etc. If you get blacklisted you are not welcome to play on our community anymore. Why might I be blacklisted? If we believe you are not playing on our servers to roleplay in a friendly manner with other players you could be subject to a blacklist. Can I appeal my blacklist? No, blacklists are inherently unappealable. We know our community is the best community on this Earth and everyone wants to play here BUT if you get blacklisted it is probably best to move on to another community.
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  2. Gaminglight SCPRP Rules Please keep in mind that this is a Semi-Serious RP server, try your best to RP! If anyone is breaching the rules below please contact a staff member using the @ symbol, hitting F11, or /Report followed by what you need. If any staff are not available at the time please file a player report on our forums at Gaminglight.com If any staff are abusing please report them on our forums at Gaminglight.com Child Exploitation Zero Tolerance Policy: Our community enforces a strict zero-tolerance policy towards any form of pedophilia, child exploitation, or grooming. Any individual found engaging in, promoting, or supporting such activities will be immediately blacklisted and banned from our platforms. Reporting Suspicious Behavior: All members are encouraged to promptly report any suspicious behavior, content, or conversations related to pedophilia or child exploitation. Reports will be taken seriously and investigated thoroughly. Consequences of Violation: If an individual is found to have engaged in actions related to pedophilia, they will be blacklisted and permanently banned from our platform without the possibility of appeal. Furthermore, any relevant information may be reported to the appropriate legal authorities. Ensuring a Safe Environment: We are committed to maintaining a safe and inclusive environment for all members. As such, we will continue to monitor and enforce these rules and regularly review and update them as needed. Educating Members: Our community will provide resources and educational materials to raise awareness about the dangers of pedophilia and child exploitation in order to empower our members to identify and report potential threats. Collaborative Effort: The safety and well-being of our members, particularly minors, is a shared responsibility. We encourage all members to actively participate in maintaining a safe community by adhering to these rules and reporting any violations they may witness. REPORT CHILD SEXUAL ABUSE https://forms.clickup.com/1261637/f/16g25-4587/CHULVC8YJQ3LPUWQDE General Rules Do not kill without an RP reason, this is considered a random deathmatch (RDM). Do not do FailRP, which is doing things that would be unrealistic, or not consistent with what your character would do. This includes failing to follow orders from those who outrank you, failing to comply with a department SOP, or failing to follow job-specific rules. All donor branch jobs are required to follow the SOPs of the branch. Do not metagame, which includes using OOC events/knowledge in character. Do not enter spawns or safe zones (areas that SCPs or hostile forces can't enter) if in an active RP scenario, which includes being chased by an SCP or while in combat. You may not engage in combat whilst in these areas. Players are prohibited from puppy guarding/camping spawn/safe zones. Do not break FearRP. FearRP is established under the following conditions: All Combative (GenSec, CI, MTF, D-Class) & Non-Combative (Research, Medical, Maintenance) can be placed under FearRP if two or more individuals point heavy weapons at them. FearRP is based on a 2:1 ratio, allowing FearRP to be stacked as long as one force has a 2:1 ratio against the opposing force. SCPs that can be FearRP'd can be placed under FearRP if two or more individuals point any type of firearm at them. SCP-049 is an exception to this rule and requires three or more individuals to point any type of firearm at him. Individuals can be FearRP'd even if armed. Heavy weapons are defined as shotguns, assault rifles, sniper rifles, and light machine guns. Individuals actively engaged in combat can not be placed under FearRP. Distance to establish FearRP is within voice chat range. All individuals have to be within line of sight, and unobstructed by walls, doors, or other cover. When placing an individual under FearRP it must be for the purposes of capture, interrogation, or ransom. FearRP'ing and summarily executing personnel without taking other actions is not allowed. The Chaos Mechs are exempt from FearRP. Non-combatants are unable to place others under FearRP. Gensec Juggernaut are exempt from FearRP. Fear-RP is no longer in effect when Line of Sight is broken or the weapon is holstered. Do not power game. (Power gaming is anything that can be considered outrageous to gain an RP advantage). Examples of power gaming include but are not limited to: Switching between combat jobs on a branch after dying to avoid NLR timers Respawning on your current job to gain more ammo on restricted weapons Switching to different branches or SCPs to target opposing branches after being killed/during a raid. Do not break New Life Rule (NLR). All classes, unless specified below must wait 2 minutes in their spawn location after respawning from an accidental or combat death before returning to play. All classes, including D-Class, cannot use information from previous respawn lives. CI personnel have a 3 minute NLR. MTF personnel have a 3 minute NLR. GENSEC Custom Classes have a 3 minute NLR. Standard D-Class personnel do not have a NLR. D-Class Custom Classes have a 30 second NLR. D-class Custom Classes are prohibited from attacking/harming anyone while on NLR. D-class Custom Classes must remain in lower d-block while on NLR. Sarkic personnel have a 3 minute NLR. Do not spam annoying sounds or messages on your mic or in the chat. This includes but is not limited to: Voice Changers Staff members and Event Team members may use their discretion to authorize limited use of these items for the enhancement of RP. Players may play music/soundboards through their microphone. If requested to stop by a staff member a player must stop. Do not intentionally break doors. Do not intentionally exploit any glitches, nor use third-party programs to gain an unfair advantage. Do not flashlight spam. Do not use your character's body to block doorways, hallways, or other areas. Intentionally breaking or spamming the elevator is prohibited. It is prohibited to intentionally kill players with an elevator. Do not spawn props to block doorways or hallways, or spawn areas. Spawning props that can be seen through one way is prohibited. Spawning props and using them to climb into areas normally inaccessible is prohibited. The only branch exempt from this rule is Maintenance, and only for RP purposes. Head glitches in defenses are prohibited. All props must be fixed to the map floor when building defenses. The maximum props for Interior foundation defenses is 5 per faction. Defense setups must not be within line of sight of other defenses. (Doors/props do not count as not seeing other defenses) The maximum props for surface defenses is 25 per faction. Props must allow 2 players to pass it walking side by side. Never harass and/or disrespect other players/staff. Gaminglight does not tolerate bullying or targeting based on race, gender, sexuality, or other identities, nor racial slurs or anything that can be deemed offensive. Gaminglight has a zero-tolerance policy toward this type of conduct. Erotic roleplay is not allowed at any time. Protesting real life events, or making light of them in the server is prohibited at all times. Any such conduct will result in an automatic 1 week ban from the server. No excessive foul language in both OOC and in-character chat. Only use “/advert” and the radio for RP purposes. Do not make false staff calls, or impersonate any player, staff member, or members of management. Do not argue with staff, they have a final say. If you believe the staff member acted improperly, you may file a staff report on gaminglight.com/forums. Do not use the /demote command while Staff members are on. Branch Command members are exempt from this rule regarding personnel in their branch. Designated Branch Trainers are exempt from this rule with regards to trainees in their branch. When AFK, you are subject to demotion on any job to ensure that active players are able to get on the jobs they want to play on. Intentionally interrupting, minging, ruining, or disrupting events is prohibited. Jobs with 10+ minute NLR'S follow these rules to elevator deaths. If the player was killed on purpose by a elevator it will be brought back with full HP. If the player was killed accidentally by a elevator it will be brought back with similar HP. If the death was caused by the player itself the player is confirmed dead and must wait normal NLR. During Double XP all actions will receive double the normal amount of experience. The Ethereal and Ray Gun is only to be used against SCP'S. Use against humans is strictly prohibited. Players are considered dead upon being infected by an SCP. Their NLR timer starts when they are infected. The casino machines in the D-Block lounge are only for D-Class personnel; all other players are prohibited from using these machines. Class Specific Rules All Players In the event of an Alpha Warhead launch, you MUST reset RP. Never combat heal (Healing yourself or someone else while in an active shootout). To begin healing you must wait 7 seconds after you are no longer in an active shootout. Active shootout ends when line of sight is broken with the aggressor. You should only use props to enhance an RP situation. Never make doors, walls, checkpoints, use props to attempt to glitch through areas, etc. An example of appropriate use of props would be adding props to an SCP containment cell to simulate Class-D bones. When cuffed you are required to comply with the individual that has cuffed you. There must be an RP reason to cuff someone. You must also have an RP reason to leave someone cuffed, such as using them for an experiment in a restricted area. It is prohibited to cuff someone and then leave them without a valid reason. If cuffed, you are prohibited from breaking out of the handcuffs until five minutes have passed since being cuffed, or if left alone and unattended by Foundation/CI personnel. It is prohibited from attempting to cuff people while in combat. Sarkics are exempt from this rule, and may engage in combat cuffing. The Chaos Mechs can not be cuffed. The following SCPs can be cuffed: SCP-049/SCP-049-2 (only if SCP-049 lets them be cuffed) SCP-066 SCP-096 SCP-173 SCP-527 SCP-682 SCP-939 No players should interrupt an active training session. Additionally, personnel participating in a training session should not interact with players actively playing. Players are not allowed to “puppy guard” spawn areas. This includes waiting at SCP Containment Cells during their breach attempts unless spotted breaking its containment Doors and called out in RP. The following areas are defined as spawn areas: GENSEC Bunks, Research Bunks, Utility Bunks, MTF Bunks, E11 FOB, Designated area in CI Base, E4 Spawn, D-Block Cells in Lower D-Block, Site Admin Offices, High Command Offices, and 05 Spawn. Players are not allowed to use the thermal headset unless a cloaked player has been spotted. Upon a cloaked player being spotted a blanket callout in advert or comms must be made. CI personnel may activate thermals if MTF are detected inside of their base. Cloaked players are not to do the following actions while cloaked. Use melee items while cloaked except for the following items: SCP 966, SCP 2191, Dolos Knife. You are not allowed to breach an SCP that is not online. (Ex. Opening SCP-096's Containment Cell while no SCP-096 is online) You are not allowed to steal weapons that are used by SCPs. Players are not allowed to intentionally shoot SCPs with the exception of SCP 035-1, SCP 049-2, SCP 076-2, SCP-082, SCP 194, SCP-354-04, SCP 682, SCP 939, SCP 966, SCP 1048, SCP 1048-A, SCP 2191, SCP 1245-2, SCP 1265-A, SCP 5208, SCP-8286, SCP 058, SCP 3199, and SCP 7919. Personnel calling a RP Arrest on Sight / Kill on Sight (AOS/KOS) are required to provide and advert a legitimate reason with the AOS/KOS order. Any players that elect to use explosive weapons are forbidden from suicide bombing. This is classed as causing killing yourself with an explosive you use, or damaging 100 HP or more. Sarkic personnel are exempt from this rule. All custom classes are required to follow the rules of their specific branches unless specific exemptions or changes are specified in other sections of this MOTD. It is considered FailRP to set up explosives at regularly traversed locations or entrances into locations without an RP reason. It is further considered exploiting by switching jobs or respawning to bypass explosive device caps. Factions are prohibited from raiding during GENSEC, MTF, or CI meetings. Raids can be held during Research or Utility meetings under the following restrictions: No SCPs may be breached during the meeting. No members of the branch holding the meeting may be captured or killed. Any currently held hostages that belong to the branch holding the meeting must be released. Foundation Panic Rooms can not be hacked into and once secured the personnel inside are safe from attack. Storing captured personnel inside panic rooms are prohibited. If personnel inside a panic room opens the door, the panic room is unsecure and personnel inside can be attacked. When an individual is using a disguise, it is FailRP to out them by reading their class name. For a disguise to be broken, the individual must be witnessed engaging in conduct against Foundation procedures, attacking Foundation personnel, or trespassing. Disguised personnel may claim any non-command rank. Disguised personnel are considered whatever type they are disguised as (medical, research, etc) and can assist and be assisted by those types. Disguised personnel are permitted to engage in conduct that would normally be considered RDM ONLY IF it assists in maintaining their cover. They are still prohibited from engaging in RDM, and staff will make the final determination if there is any question in the legality of an RDM. If GENSEC/MTF personnel discover a minor violation they should first attempt to investigate the individual's identity via a roll off. If the disguised person wins the roll off, the disguise remains intact. GENSEC/MTF personnel that discover repeated minor violation offenders get a +10 advantage to rolling. For example, the second time the same disguised member is discovered, GENSEC/MTF receives a +10 bonus. The third time results in a +20 bonus, etc. Major violations automatically break the disguise if viewed by a Foundation member. Major violations include the following: Killing Foundation personnel, Breaching SCP, Working with CI Broken disguises can not be reestablished unless the individual escapes from the GENSEC/MTF forces and changes into a different disguise unobserved. The riot shield may only be used to defend against the following SCPs: 035-1, 049-2, 076-2, 098, 966, 5208-GL. All other usage of the riot shield against other SCPs is prohibited. Toxicity is prohibited. Toxicity is defined as disrespect and disparaging comments made towards other players or branches. Retaliating against a player that is engaging in toxic behavior does not excuse your own behavior. Cloaked jobs are not allowed to enter D-Block. Wardens Exspira can enter on partial lockdown with GenSec HCMD+ perms. MTF Zeta-6 can enter on partial lockdown. Class D Personnel Class D personnel are prohibited from spawning props. Class D Suppliers/Smugglers are permitted to spawn a maximum of 5 props to build a store front for their items. The storefront may be built in lower D-block within a corner or against the walls and not in one of the spawn rooms. Class D personnel are not allowed to activate the Medbay Lockdown, Teslas, Site Lights, nor Site Lockdown. Class D personnel are prohibited from using the Longbow and Riot Shield. All Class D personnel with the exception of the Class D Escape Artist are allowed to breach SCPs. Class D personnel are prohibited from adverting unless they procure comms from a Foundation or CI hostage. Foundation Staff - GENSEC, Research, Maintenance, Medical No foundation staff should assist in allowing Class D or SCPs to escape. No foundation staff should shoot, hurt, or otherwise threaten other foundation staff without a valid RP reason. Research and Utility personnel are classified as non-combatants and are thus prohibited from attacking D-Class and CI personnel except in self-defense, or in defense of other non-combatants only. The self-defense clause is satisfied by observing CI personnel, D-Class or SCPs attack other non-combatants or being attacked themselves. D-Class that interfere with Site operations and are armed may be killed as long as it doesn't violate FearRP. Site operations consist of breaching SCP's, Closing doors on foundation personnel to prevent them from doing their job, interfering with tests, repairs, surgeries. The RIG, Combat Care Unit, Martial Care Unit, Advanced Medical Combat Unit and Mobile Mop Force class are exempt from this rule and are considered combatant classes. Foundation personnel are required to wait 5 minutes from when the Site lighting is turned off before turning it back on. Foundation personnel are generally prohibited from turning off the Site lighting You must have an RP reason to activate a lockdown. The D-Block lockdown may only last a maximum of 5 minutes. The incinerators should only be used to destroy biological material such as SCP-049, SCP-008 and SCP-610. CI/Foundation Staff, Class D Personnel may be incinerated with valid Rp reason. Containment Specialists are prohibited from calling out active CI raids. Foundation staff are prohibited from purchasing first aid kits if four or more medical personnel are online at one time. It is permitted to purchased medical supplies if the class naturally spawns with a medical kit. The Medical Bay only be locked down by appropriate personnel. No other jobs may lock it down (Including D-Class/CI). If trapped inside, D-Class/CI may crack it open. All trainees are required to remain in their designated training room unless accompanied by a designated Field Training Officer from their respective branches. Any Trainee outside of the respective area may be immediately handcuffs and returned to their training area. If personnel are unable to handcuff the trainee, personnel are required to call staff to handle the situation. If no staff members are online, the trainee may be killed. Foundation - Mobile Task Forces Authorization must be granted by an Ethics Committee Member or O5 Council Member for MTF to use Micro, on Code Nuke / Red. Mobile Task Forces are permitted to raid the Chaos Insurgency base. For a raid to be authorized, all of the following must be satisfied: Actionable intelligence that CI have captured a SCP or Foundation Hostage. Actionable intelligence is satisfied by living witnesses observing the capture, scouts observing CI having the SCP/Hostage in their custody, or Stealth Operatives confirming the presence of the SCP/Hostage in CI custody. Negotiations to retrieve the SCP/Hostage peacefully have failed. Once negotiations have begun branches must come to an agreement on a reasonable price. Negotiations are noted to fail if CI does not respond to the initial negotiation attempt after 5 minutes. Negotiations shall take place via advert in [OPEN] comms. MTF Stealth Operatives and Pathfinders may be used to infiltrate the CI base to confirm the presence of SCPs or Foundation Personnel. This constitutes the beginning of the raid. If the Stealth Operatives and Pathfinders are killed or voluntarily leave the base the raid is concluded and the raid cooldown timer begins. Upon the presence of SCPs or Foundation Personnel being confirmed the main body of MTF forces may move in at the direction of their raid leader, pursuant to SOP guidelines. MTF Stealth Operatives and Pathfinders are prohibited from terminating a hostage or SCP until the main body of the MTF forces arrive. A raid is concluded once all MTF personnel either are killed or voluntarily leave the CI base. At this point a 10 minute raid cooldown timer begins. A member of MTF must state in MTF Comms: "MTF Raid Beginning" at the start of the raid. If there are less than 6 CI military personnel online this must instead by adverted. A member of MTF must state in MTF Comms: "MTF Raid Concluded" at the end of the raid. The Nu-7 Goliath is prohibited from entering D-Block. The MTF Lambda-9 "Big F**king guns" are not allowed to set the C4 timer under 5 seconds, nor enter D-Block at anytime. SCPs SCPs are not allowed to work together at any time. SCPs are also not allowed to work with D-Class and CI personnel to gain a RP advantage. This includes leaving people alive to allow them to break through doors, protecting them, etc. Hostile SCPs are required to attempt to kill humans. SCP 035 and 049 are the only duo that are exempt from this rule. They may work together, but not with other SCPs, nor D-Class. SCP's with multiple instances of each other (Ex. 1265-A, 939, 966, etc) are allowed to work together cooperatively. If there is a situation where two SCPs are attempting to get to the same area, one of the SCPs are obligated to go a different way. If they happen to meet up while roaming, that's fine, but if they both want to go to the same place, one has to take a different route, or otherwise wait for a period of time and then return on their way. If another player as an SCP continues following another SCP player, the followed player should make a staff call informing staff that they are not attempting to team, and are attempting to break away. SCPs are not allowed to kill or harm other SCPs at anytime, with the exception of cross tests and events. ALL SCPs with the exception of SCP 106 are allowed into D-Block. SCPs cannot open other containment cells. SCP-035 is exempt from this rule. SCPs should only use /advert for RP Situations. Examples include SCP 682 adverting his heath during a breach, SCP 096 adverting if he's seen a face, etc. SCPs that are accidentally killed via combat that are required to be tranquilized and returned to their Containment Cells, such as SCP 682 and SCP 939, will be returned to the location they were killed and eligible to be tranquilized after 30 seconds after being returned regardless of HP. Purposefully killing a SCP that is not to be killed is FailRP. Safe class SCPs are prohibited from leaving the Foundation unless having been captured by CI. SCP 343 is exempt from this rule and may travel the playable map freely. SCPs are prohibited from entering CI Base if the main door into the base is sealed. This door is unbreachable. If the door is open, the SCP may enter. MTF personnel may begin the negotiation and raiding process if they observe an SCP enter CI base. If negotiations do not start or fail, they may raid to recapture the SCP as discussed in the MTF raid rules. SCPs are able to open all doors that are not keycard locked normally. Any keycard locked doors, or their own containment cell doors, must be breached following their own specific breach processes discussed below. SCPs are considered recontained after their specific recontainment procedure has been followed, and the SCP is returned to their cell. The SCP is prohibited from attempting to immediately escape their cell and breach again, as well as injuring Foundation personnel. SCPs are forbidden from using donator weapons they spawn with. The only organization allowed to terminate SCPs instead of following their containment procedures is the G.O.C. (The only exceptions to this rule are SCP-106, SCP-096 and SCP-682) When an SCP is terminated by the G.O.C. they are to follow standard containment rules. Chaos Insurgency CI personnel are permitted to raid Site-13 to accomplish their main goals. Upon beginning the raid, one CI member must state in CI Comms: "Foundation Raid Beginning" If there are less than 10 GENSEC and MTF personnel online this must be adverted, rather than in CI Comms. CI are not to initiate combat on Containment Specialists, or researchers / utility staff actively testing or working in a containment cell. Shades Task Forces are exempt from this rule. The CI raid is concluded at the time that all CI personnel are either terminated or escape Site-13. A CI member must then state in CI Comms: "Foundation Raid Concluded" CI EOI Agents may remain inside Site-13 and not be considered active raid members if their cover has not been blown. At the conclusion of the raid a 10 minute raid cooldown timer begins. CI Infiltrators may be used as an advance party to locate high value targets and call out their locations to the main body of CI personnel. This constitutes the beginning of the raid if CI Infiltrators are utilized. CI Infiltrators are prohibited from killing CI members being held hostage unless they're with CI Military personnel. CI personnel are permitted to attempt to sabotage the site light systems or site lockdown. Please see the roll guidelines for the specific rolls required to sabotage those systems. Upon a system being fixed by Foundation personnel there is a 5 minute cooldown before the systems can be sabotaged again. CI can hold Foundation Personnel for the purposes of interrogations and ransoms. Upon an agreement being reached to sell or release Foundation Personnel or SCPs it is prohibited to double cross MTF forces by killing them during the meeting. Ci personnel are able to steal the below item scp's. Contact Event Team for stealing items. SCP-294 may be stolen with with 2 people, a roll of 60+ and must remain next to scp-294 during its transport. SCP-513 may be stolen with a roll of 60+ (no assists). SCP-330 and SCP-1025 may be stolen without any roll. Only one item scp may be stolen at a time. After 45 minutes CI must trade back stolen Item SCP's. Sarkic Sarkic personnel are hostile to both CI and Foundation personnel. It is prohibited for Sarkic personnel to work cooperatively with CI or Foundation personnel at any time. The goal of Sarkic personnel are to cause chaos with the Foundation Site, or CI Base. Sarkic personnel are allowed to raid either the CI Base, or Foundation Site. Raids have a 10 minute cooldown period. When a raid is started, one Sarkic member must advert to the effect of, "Sarkic raid". Upon all participating Sarkic members dying, or the raid objective being completed, a Sarkic member must advert to the effect of, "Sarkic Raid Over". There must be 5+ Ci combatants on to raid CI Base and 5+ Foundation Combatants to raid Foundation Site. Sarkic members are prohibited from suicide bombing with the rocket launcher. Sarkic members are allowed to suicide bomb with their equipped grenades. Sarkic Prophets are allowed to suicide bomb with their timed C4. Sarkic personnel are allowed to kidnap personnel to sacrifice them. Any personnel captured by Sarkic are considered KIA upon entering the Sarkic base. Captured personnel can be rescued until being taken inside the Sarkic base. Sacrifices must be hung from the gallows to be considered successful. Each successful sacrifice will result in 4000 xp per sacrifice being issued to all participating Sarkic personnel. Staff may use their discretion whether to issue xp during low population times on the server. Sarkic personnel are immune from being FearRP'd. Sarkic personnel are only permitted to breach SCP-610. Sarkic personnel are not equipped with thermals. Sarkic personnel are prohibited from interfering with ongoing tests. Civilians Civilian jobs are non-combatant with the exception of: Sheriff MC&D Associate MC&D Sales Specialist Civilian jobs are generally unable to enter the Foundation without a clear RP reason, with the exception of: Sheriffs may enter the Foundation or CI base with a valid RP reason; however, they cannot be hostile to Foundation/CI staff unless directly threatened (Ex. get shot at). Reporters may enter the Foundation or CI base freely every 15 minutes to gather information. Please note that reporters can still be prevented entry in RP. MC&D Jobs may enter the Foundation or CI base to sell weapons if they receive approval from MTF WO/CI PD+, they cannot be hostile to Foundation/CI staff unless directly threatened (Ex. get shot at). Other Civilian jobs are only allowed in if they are forcefully brought inside the Foundation/CI base (e.x. Fear RP). Civilian Raids are considered FailRP and should not happen outside of sanctioned events. SCP Rules SCP-035-01: A keter class SCP. SCP 035 appears to be a white porcelain comedy mask, although, at times, it will change to tragedy. SCP 035 has the capability to assert control over the minds of others. He can (try) do this once every 5 minutes and if he succeeds the subject will only be controllable for that period of time. The chance of him succeeding is based on the memetic resistance of the subject. 035-1 can control up to 5 people at a time. 035-1 has a cooldown of 3 minutes between turning each person. Coldsilver are immune to the effects of SCP-035-11. Robots are immune to the effects of SCP-035-1. Influenced personnel must obey 035-1, stay near him, and defend him at all costs. SCP-035-1 Self Breach Rules SCP-049: A euclid class SCP. SCP-049 appears to be wearing the attire of a medieval plague doctor. Furthermore, it wishes to continue it’s, “Research”, which begins with the subject killing a mammal, then slowly reanimating it. The reanimated subject, labeled SCP-049-2 is almost always very aggressive and seems to take directions from the doctor. Can infect any humans except researcher staff and MTF E-11 Coldsilver personnel. To be recontained, SCP-049 must either come willingly or placed under FearRP by three or more individuals pointing any firearm at him. Robots, including Praxedes' Fist, are not affected by SCP 049's affects. SCP-049 Self Breach Rules SCP-049-2: A dangerous reanimated creature of SCP-049, they follow the orders of SCP-049. You must follow SCP-049's orders. You are not to attack SCP-049 at any time. You are prohibited from entering vents. SCP 058: A Keter Class SCP. Moving at quick speeds while producing gas, SCP 058 shows aggression and hostility towards any creature. With an insectoid appearance, the foundation contains this SCP through physical and chemical restraints. To be recontained, SCP 058 must be killed via combat or accidental means. SCP-066: A Euclid class SCP. SCP-066 has taken many forms but has most recently taken the form of a ball of yarn with multiple eyes scattered across it. The entity is usually harmless and emits sounds, names, etc. It may wander the facility, but foundation staff must be warned that at times SCP-066 can emit extremely loud clips of music that can cause some to go deaf. This is very rare, SCP-066 generally rolls around, with curiosity. There is a 2 minute cool down between using your SWEP. Your SWEP can only be activated by humans saying the word, “Erik”. If asked to go to a cell you may choose to comply, but may be restrained if you don’t. SCP-076-02: A keter class SCP. SCP-076-02 is extremely dangerous and should be contained at all times. It resembles a shirtless male humanoid with incredible strength, agility, and pain tolerance. On multiple occasions, SCP-076-02 has continued to fight despite several dozen bullet wounds. However, the SCP is not invincible, he can be incapacitated (with enough force). The SCP is not hostile until it comes in contact with a living human who is armed, at which point it will attempt to neutralize all humans in its vicinity. You may only draw your weapon when you see a humanoid armed with a weapon. You then enter a rage state. While in a rage state you may kill anyone in the immediate vicinity of the armed humanoid that triggered the rage state. This includes personnel who are unarmed. The rage state ends upon all people in your immediate vicinity perishing, or after 5 minutes. SCP-076-2 Self Breach Rules SCP-079: A Euclid class SCP. SCP 079 is a sentient artificial intelligence who has vowed to escape the foundation while in the process causing as much chaos as possible. SCP-079 acts as a support class SCP with abilities designed to assist SCPs/CI in certain situations. With his ability to open/lock doors, and move around the map to different camera angles, he is a force to be reckoned with. SCP 079 is able to breach containment and cause foundation systems to malfunction. To be Recontained, a personnel within the maintenance branch must be escorted to the Power Room and short circuit SCP 079 out of the foundation's systems. A Maintenance Personnel must advert ‘SCP 079 SHORT CIRCUIT’ and SCP 079 must teleport to the power room and have a roll-off with the maintenance. Upon a successful roll-off SCP 079 retreats to its computer and is disconnected from Foundation systems. Upon a failed roll off SCP 079 electrocutes the maintenance technician, killing them. Maintenance personnel must wait 5 minutes before attempting to recontain SCP 079 again. SCP 079 is able to short circuit teslas and attempt to power them on. SCP 079 is to call staff for a roll off. If SCP 079 wins, Teslas are turned on. On a failed roll off, SCP 079 must wait 5 minutes before the next attempt. SCP-079 Self Breach Rules SCP-082: A Euclid class SCP. SCP 082 is a humanoid who has grown to gigantic proportions. SCP-082 refers to itself as Fernand. SCP 082 is allowed to roam LCZ. SCP 082 is known to eat humans and is a semi-passive SCP. SCP 082 is fluent in French and speaks in heavily accented English. SCP-082 is allowed to Free-Roam LCZ. If spotted outside of LCZ SCP-082 may be fear-rp'd back to its containment chamber or to LCZ. SCP-082 may request MTF Personnel to escort it from its containment chamber to LCZ. If 082 is insulted at any time he will become raged and violent eating the individual . Afterwards he will return to a calm, peaceful manner. After SCP-082 has had dinner with a person for a minute scp-082 may eat anyone who was dining with him. SCP-096: A Euclid class SCP. SCP-096 is extremely violent and resembles a slim, humanoid figure. It gets very agitated when someone looks directly at it in close range. Furthermore, it is incredibly fast, making it the perfect killing machine. SCP-096 is recontained by walking up to it when not in a rage state, typing, “/me Attempts to puts bag over SCP-096’s head”, or something similar, and rolling. If the roll is higher than 096’s, the attempt succeeds. If the roll fails, then 096 may kill the roller. Once bagged 096 is then cuffed and returned to its containment cell. When not in a rage state 096 should only walk, using the ALT key. 096 is also unable to open doors when not in a rage state. 096 enters a rage state when its face is looked at by a human for approximately 3 seconds. 096 may then run after the person who looked at its face, and after using the scream, attempt to kill them. During this period 096 is also able to breach any and all doors instantly while tracking its target. A person is considered to be looking at SCP-096's face if they are facing its direction. Bursts of violence resulting from multiple personnel looking at 096’s face may only last 5 minutes. only those people that have seen SCP-096's face should be killed. SCP-096 Self Breach Rules SCP-098: SCP-098 resembles a form of crustacean crab ranging in size and variation. They possess both razor-sharp claws and tough armor. SCP-098 can only be recontained by being killed via combat or accidental means. SCP-098 has a recontainment timer of 10 minutes each time they are recontained. SCP-098 Self Breach Rules SCP-106: A keter class SCP. SCP-106 can move through physical matter and is extremely dangerous. He can send people to the, "Pocket dimension" if he wishes, let's just say you do not want to go there. In the event of him escaping from his containment cell, foundation personnel are to sacrifice someone in the femur breaker. This will draw SCP-106 back to his containment. SCP 106 is recontained by placing a D-Class in SCP-106’s containment cell and activating the femur breaker. SCP 106 must call a staff sit and then roll against a staff member. If SCP 106 wins the roll off against the staff member 106 is able to remain breached for an additional 10 minutes. At the conclusion of the 10 additional minutes MTF must activate the femur a second time. If 106 fails the roll off, or the femur breaker is activate a second time, SCP 106 must promptly return to it's CC. Once SCP 106 arrives, raise the containment cell to complete the process. An attempt must be made to use a D-Class in the femur breaker first, however, if the attempt is unsuccessful any Foundation or CI member may take the place of a D-Class. Your SWEP has a 15 second cool down between sending personnel to the pocket dimension. Never use your SWEP against other SCPs. You can only teleport through doors and walls, not open space. SCP 106 is not allowed to exit the playable map at anytime, and is prohibited from entering staff only areas. 106 is prohibited from closing doors. 106 is prohibited from running. You may not teleport through doorframes (the wall around doors) if the door is open. You cannot leave the foundation at any time. May not enter staff room SCP-106 Self Breach Rules SCP-131 A & B: Consists of two safe class SCPs. SCP-131 is a set of two eye-shaped entities that appear to roll across the ground. They appear to be of low intelligence and have not been seen hurting any foundation personnel. Furthermore, they have never been seen blinking and choose to stay together. Allowed to roam the facility. May assist in recontaining SCP-173 by acting as an eye watching 173. Should comply with any request to move or leave an area. Can not be cuffed. SCP-173: It is constructed from concrete and rebar with traces of Krylon brand spray paint. SCP-173 is animate and extremely hostile. The object cannot move while within a direct line of sight. To be recontained, SCP-173 must be looked at by a minimum of three people. One of the three people must then win a roll off with SCP-173 to put it in restraints. Losing the roll results in SCP-173 killing the roller. If one person is looking at you, you may move every 5 seconds. If 2 people are looking at you, you may move every 15 seconds. You may not move if 3 or more people are looking at you. If the Site light system is offline, you may move freely unless individuals are equipped with a flashlight. Individuals looking at SCP-173 equipped with a flashlight result in SCP-173's movement being restrained per the normal rule set. You must hold out your SCP 173 SWEP at all times. You must use 173's teleport function when people are looking at you. SCP-173 Self Breach Rules SCP-194: SCP-194 is a Euclid class SCP. SCP 194 is a humanoid sized raven that attacks humans that approach to closely. Being too close to SCP 194 may result in becoming infected by the virus that may turn them into another 194. To be recontained, SCP-194 must die by combat or accidental means. You are only allowed to use your knockback ability once every 60 seconds. SCP-194 Self Breach Rules SCP-208: SCP-208 is a man of Egyptian heritage who possesses the ability to heal and even revive others. It was taken in by the Foundation, where it had found it’s work with helping Medical staff. SCP-208 may roam the LCZ freely, and enter the HCZ when escorted by any Site Admin+. Must comply with any order from Foundation Command personnel. Can not revive GOI personnel under any circumstances. SCP-280: SCP-280 is a Keter class SCP. SCP 280 is a SCP-280 is a black human-shaped mass with two large white eyes on the head and two hands with very long and thin fingers. The entity actively seeks and attacks all humans. To be recontained, the lighting of the facility must either be repaired by maintenance staff, or SCP-280 must be illuminated by 3+ people carrying Maglites. SCP 280 is then to return to its cell. SCP-280 must actively avoid lighted areas of the map. If there are less than 3 people actively pointing maglights or flashlights at SCP-280, SCP-280 may attack those who are pointing the light at him. SCP-280 Self Breach Rules SCP-343: A safe class SCP. He is not hostile at all and can move through physical matter. He has never harmed any foundation staff, nor does he intend to. Furthermore, he is invincible and claims to have created the universe. Allowed to roam the facility and outside the facility. If requested to leave from an area, follow a foundation staff member, or assist a foundation staff member by foundation staff you should comply. You should never harm anyone. Do not intentionally fly in the middle of fights. Not allowed to enter the staff rooms SCP-527: A euclid class SCP. SCP-527 is allowed to travel through the facility as it chooses. When asked about its past or if it had any abilities the SCP simply stated that it was just born and had no powers that it knew of. Therefore, SCP-527 is a humanoid creature with a fish head that is completely normal... well of course besides the head. Allowed to roam the facility, however, must comply with directives from Foundation staff to leave specific areas. If SCP-527 is found on surface he must be escorted back to the facility. SCP-527 is neutral and may either chose to assist foundation staff or ignore their requests. Do not change your body group to the D-Class skin. SCP-610: A keter class SCP. SCP-610 is a blob of various cells and flesh that is extremely infectious to all organic organisms. A sample of SCP-610 has been brought to Site-13 for further study. To be recontained, SCP-610 must be killed via combat or accidental means. SCP-610 is able to infect one organism every three minutes. Any organism infected by SCP-610 must comply with the orders of the primary SCP-610. Robots, including Cold Silver, and Hazardous Materials Researchers cannot be infected. SCP-610 and SCP SCP-610-2's are prohibited from entering vents. SCP-610 Self Breach Rules SCP-682: A keter class SCP. SCP-682 has been described as the very definition of hate and horror. To this day, there is no means of killing SCP-682, his skin and organs can regenerate at an outstanding rate. Because of this personnel must either tranquilize it or flood it with acid to temporarily immobilize it. Furthermore, it will do anything in its power to kill as many people as possible. To be recontained, SCP-682 must be attacked until he is weakened enough to be tranquilized. SCP-682 can be tranquilized when he has 27% Health remaining or less. The player of 682 must respond to requests for their HP status, however, if 682 is in active combat they may get to a safe location before responding. A secondary containment procedure is to have SCP-999 tickle SCP-682. SCP-999 may initiate a competitive roll against SCP-682. If SCP-999 wins the roll off, SCP-682 is stunned for 20 seconds and can not move, nor attack. SCP-999 can only attempt this once every five minutes. If your containment cell is flooded with acid, you must stay static for 5 minutes. SCP-682 Self Breach Rules SCP-939: A keter class SCP. SCP-939 is extremely dangerous and should be contained at all times unless being tested on. It is the perfect killer as it is over 12 feet in length and has large extremities, but it has no sense of sight. It relies singularly on sound to identify its prey. To be recontained, SCP-939 must be shot with a tranquilizer round after being lowered to 30% Health or lower. Once struck and unconscious, 939 must remain in the place it falls asleep for 15 seconds upon regaining control of their character. During this time personnel may approach and handcuff 939. 939 can then be returned to its containment cell. The player of 939 must respond to requests for their HP status, however, if 939 is in active combat they may get to a safe location before responding. SCP-939 may attack anyone who is running, speaking, opening a door, or otherwise making noise. Once noise has been made and the player is inside SCP 939's line of sight SCP 939 may attack the player. Once line of sight is broken, such as moving around a corner, a flashbang, a smoke grenade, etc, then SCP 939 may no longer attack the player. An individual who is crouching while walking is not making noise, however, if they speak or fire a weapon they become an eligible target. SCP-939 Self Breach Rules SCP-966: A Euclid class SCP. SCP-966 consists of four entities. All of which have skin and organs that are nearly invisible, unless under the proper light. They have elongated nails and slim humanoid bodies which make them perfect hunters. However, their skin is very weak. People injured by one of the entities (If not killed) are subject to sleep deprivation which cannot be explained. This inevitably kills them. To be recontained, you must be killed in combat, or die by accidental means. SCP-966 Self Breach Rules SCP-999: A safe class SCP. SCP-999 is allowed to roam the facility and poses no harm to foundation staff. In fact, SCP-999 has been seen treating a patient's depression and appears to promote joy in people and entities around it. SCP-999 has the intelligence of a house cat and has a diet that consists of candy. Its favorite activity appears to be routine tickling of both humans and SCPS. Allowed to roam the facility, with the exception of D-Block. May “/me Tickle” personnel and SCPs. Only succeeds if a roll of 50+ is achieved. You may heal anyone you want (ONLY IF NO MEDICAL STAFF ARE ONLINE), and can not be forced to heal someone. If given candy you must follow the person around. SCP-1048: A Keter class SCP. SCP-1048 is a small, average teddy bear with no abnormalities. An incident occurred in which SCP-1048 let out an ear-piercing scream has caused SCP-1048's object class to go from safe to keter. Generally allowed to roam the facility. Can attempt to cut the ears off of personnel to construct SCP 1048-A. Must roll a 50+ to successfully cut the ears off of someone. Must gather 3 ears from personnel for SCP 1048-A to be constructed. SCP-1048 can use its knife in self defense or when taking a ear. SCP-1048 is KOS when spotted with a weapon. SCP-1048-A: SCP-1048-A is an instance of SCP-1048 and was supposedly constructed by SCP-1048. SCP-1048-A is constructed completely out of human ears. May only use the SWEP when you or SCP 1048 are directly threatened or are picked up without your consent. You must remain stationary during the SWEP use. The SWEP has a one minute cooldown before it can be used again, regardless of if you're threatened again. Must follow SCP 1048 around the facility. SCP-1048-A Self Breach Rules SCP-1245-2: SCP-1245-2 is a Euclid class SCP. 1245-2 crew member of a ship currently in Foundation custody, which autonomously hunts whales. 1245-2 routinely attempts to escape Foundation custody to return to SCP 1245 and return to its mission. A distress beacon appears to be transmitting from 1245-2’s suit, though there has been no response as of yet. Additionally, 1245-2 is armed with a harpoon, which it materializes at its behest. To be recontained, SCP-1245-2 must be captured using FearRP, or die by combat or accidental means. If somebody begins tracking your distress beacon, you must disclose your location to them. You are not allowed to throw your harpoon through your containment chamber wall. SCP-1245-2 Self Breach Rules SCP 1265-A: SCP-1265-A is a Euclid class SCP. Instances of SCP-1265-A are extremely hostile and are carnivorous. They tend to travel in packs and coordinate well with each other to take down their prey. To be contained, SCP-1265-A must die by combat or accidental means. You are only allowed to use the raptor claw SWEP to deal damage to your prey. SCP 1265-A must travel in groups of at least 2, unless there is only one instance of SCP 1265-A. SCP-1265-A Self Breach Rules SCP 1424: SCP-1424 is a safe class SCP. SCP 1424 appears to be a canine of the Alaskan Malamute breed. SCP 1424 is generally very friendly and has some anomalous characteristics. SCP 1424 is permitted to freely wander the HCZ, LCZ, and D-Block. SCP 1424 is required to follow personnel when provided with a dog treat. SCP 1424 can be cuffed and dragged for capture, research, or recovery purposes. SCP 2191-1: SCP-2191-1 is a Keter class vampiric entity that is hostile to all forms of life, and seems to have an insatiable thirst for blood. SCP 2191-1 is hostile to all life, and must attack any humans that he sees. SCP 2191-1 can not suck the blood of robots or delta-4/coldsilver. Personnel that are frozen by SCP-2191-1 are not allowed to call out his breach as long as they are frozen. MTF personnel are to terminate SCP 2191-1 to recontain, as it will manifest back in its Containment Chamber. SCP-2191-1 Self Breach Rules SCP 3199: A Euclid Class SCP. With an elongated neck, limbs and toothed beak, SCP 3199 shows aggression towards any human that approaches it. To be recontained, SCP 3199 must be killed via combat or accidental means. SCP-5208: SCP-5208 is a squad of miniaturized 'toy' soldiers that are hostile to almost all life. There is no explanation of how they got to be so small, or why they are so hostile. SCP-5208 must attack all other players, but can fear-rp and utilize non-combatants (on a 3:1 ratio) such as utility for their own means (scp's and staff are exempt from this rule and are to not be shot) If there are multiple iterations of SCP-5208, they MUST move together. All iterations must move as a pack or a "squad" You are required to hold your SCP-5208 SWEP at all times. You are allowed to change your color via the context menu on SCP-5208, you may NOT set your color to all black or all white. SCP-5208-GL Self Breach Rules SCP-7598-GL: A Creature found and tamed now loyal to the Insurgency. With sharp teeth it is a menacing and threatening creature only kept in check by CI command. SCP-7598-GL is required to follow all orders from CI Command personnel. SCP 7919: A Keter Class SCP. Also known as the Alien or Xenorph, these creatures are predatory, vicious creatures that care only for the continuation of their species. To be recontained, SCP 7919 must be killed via combat or accidental means. SCP-8286-GL: SCP-8286-GL is a Keter Class SCP that is able to take the form of any being that it absorbs. SCP-8286-GL seeks to replace the world's most powerful individuals to run the world from the shadows. SCP-8286-GL is able to take the form of any individual that it kills while unobserved with its knife. The SCP may then change their RP name and model to the name of the individual thats identity it has assumed. The SCP may issue reasonable orders to all individuals that fall under the assumed identity's chain of command. Individuals that are killed and have their identities assumed have a NLR of 6 minutes. SCP-8286-GL is unable to take the form of O5 Council Members, nor Ethics Committee Members. SCP-8286-GL is permitted into the armory and may purchase items from the armory as restricted by the player's appropriate donor rank. SCP-8286-GL can only be detained if found without a disguise or if found in suspicious circumstances. If in a disguise, SCP-8286-GL may then be taken to an interrogation, at which point normal interrogation rules apply to attempt to discover whether SCP-8286-GL's disguise hold up under scrutiny. To be recontained, SCP-8286-GL must be either FearRP'd, cuffed, and returned to its cell (if disguised), or killed in combat/by the environment (if in alien form). If SCP-8286-GL is observed changing skins, or is hostile while disguised it may be killed in combat. SCP-8286-GL Self Breach Rules SCP-354-4: SCP-354-4 is a humanoid reptilian creature, approximately 10ft tall. Escaped both the walled enclosure and Area-354 altogether. The gunfire caused very little physical harm and was highly ineffective. Mobile Task Force Omega-7 "Pandora's Box" was dispatched and was successful in re-containing the creature, Like any other creature, enough bullets can tear it down. SCP-354-4 can only be re-contained by dying in combat or dying by accidental means. SCP-354 Self Breach Rules SCP-7101: SCP-7101-GL is a female humanoid that has agreed to assist the Foundation and is attached to Nu7. SCP-7101 is an expert swordswoman armored in the latest technological armor. SCP-7101 may hunt any listed shootable SCPs and be attacked by any hostile SCPs. SCP-7101 is prohibited from attending Mech Raids / Echo-5 Raids. SCP-7101 may only enter Surface/Surface Bunker to hunt SCPs. SCP-7101 may only enter D-Block with permission from Security CMD, MTF HCMD or Site Administration. SCP-7101 may only attack Non-SCPs if they attack first. SCP-7101 must stay with Nu-7 unless hunting an SCP. However Nu7 and Site Administration may order SCP-7101 to hunt specific SCPs. Nu-7 HCMD+ may order SCP-7101 to break the hunting rules SCP-7101 may not leave the playable map boundary. SCP-7101 has an NLR of 3 minutes. SCP-7101 may only possess their sword as a weapon. SCP-912: SCP-912 consists of several items of police-issue body armor, clothing and equipment that together form a discrete entity capable of independent movement and action. Must listen to reasonable orders from Security Staff only. May only use lethal force if directly harmed. After giving a warning, may attempt to arrest non-security outside of D-block who do not have weapons on safety in no imminent danger. Must attempt to arrest and disarm Class D personnel who present threatening behavior or possess contraband. SCP Self Breaching Rules Base Rules for SCP Breaches: Upon spawning onto a SCP job, all SCPs are ineligible to be breached for 5 minutes. If the CC doors are open when a player switches to a SCP job, they are to notify staff to close the CC. If another player opens the CC of a SCP that has not completed their 5 minutes cooldown, they are required to remain in the CC for the full 5 minutes until they are able to exit. Once foundation staff fulfills the need of the SCP, the timer resets. Once a SCP finishes its fix/request timer, they no longer can be interrupted by Foundation personnel fulfilling their need. All SCPs that need to be fed or given people to satisfy their self-breach calls must be given D-Class. SCPs have a cooldown of 15 minutes each time they are recontained or their breach attempt is interrupted. Containment Specialists should be the primary personnel conducting maintenance on SCP Containment Cells. In the absence of those personnel, any other maintenance personnel should complete those tasks. In the absence of those personnel, MTF Nu-7 Field Experts or MTF E-11 Combat Engineers may conduct required maintenance. In the absence of maintenance personnel, Field Experts, Combat Engineers, or any other proper job can perform the task. However, they are required to roll according to their branch’s SOP. Anytime that a SCP breaches their Containment Cells. SCPs cannot be recontained in broken cells, unless they die via combat or by accidental death (e.g. Scp gets killed by teslas). Upon a player leaving a SCP job their containment cell doors are automatically reset and are considered fixed. SCP's are able to call staff to call down/up elevators. It is FailRP for any SCP to leave their containment chamber when their self breach is being fulfilled. Rules/Specifics SCP-079 - SCP 079 will attempt to connect to the foundation systems over a period of 20 minutes. SCP-079 Specific Rules SCP 079’s self breaching procedure can be halted by maintenance personnel going into its containment chamber and disconnecting SCP 079 from its power source. Maintenance Personnel must have a roll-off with SCP 079 to stop the process. SCP 079 must advert four warnings that it is attempting to connect to the foundation systems over a period of 20 minutes. Example: SCP 079 is attempting to connect to Foundation Systems! (0/4) Upon breaching, SCP-079 may do the following. Interact with foundation systems. SCP-079 may call a staff member to breach an SCP of their choosing. Then may breach another SCP every 15 minutes until re-contained. Dr. Maynard may attempt to breach SCP-079 when there are 30+ Players on the server. A 75+ roll is required to breach SCP-079. On a failed attempt it must be adverted "[Site-Alert] Unauthorized connection attempt detected at 079's Containment Chamber" Roll Guidelines/RP Rules This server utilizes a roll system for most opposing RP situations. To use it simply do, "/roll" in chat. You will find that a random number between 0 and 100 will be shown. Players are generally required to roll off between each other during opposing RP situations. To properly RP a situation, each player should roll. Whoever gets the highest roll wins that action. In situations involving multiple people, a single individual can assist another player if one person fails the initial roll. For example, one MTF attempts to place a bag on SCP-096’s head and fails the initial roll. A second MTF may then roll to assist. If the second roll beats SCP-096’s roll, the action succeeds. If the second roll fails, SCP-096 wins the roll off. Only players of the same type (ie: Maintenance for repairs, Medical for healing, MTF for SCP recontainment, etc) may conduct assists. You may not roll to complete an action if your hands are up or are handcuffed. The exception for this rule is rolling to attempt to use a suicide agent. Concealed cyanide capsules are discussed below. You may only roll for 1 specific action every 5 minutes. Foundation personnel attempting to fix a containment cell that fail the first roll must remain at that location for the entire five minutes to be able to reattempt the fix. To strip someone that is not handcuffed, it is a standard contested roll. If they are handcuffed the strip is automatically successful. A successful strip remove's the players communication device, weapons, and any other items of use with the exception of suicide agents discussed below. In order for CI to attempt to brainwash a Foundation member, you must roll a 45+ if uncontested. If the roll is contested, it is a standard roll off between the CI member and the Foundation member. The Foundation member must consent to do the roleplay brainwashing. To successfully do maintenance on a the foundation you must roll a 50+. Foundation personnel must wait 5 minutes before attempting to fix sabotaged systems. The following roll bonuses apply to members of Site Administration for all roll attempts: O5 Council and Ethics Committee Member: +30 Site Director and Zone Managers: +20 All other Site Administration Personnel: +10 The following roll bonuses apply to members of Maintenance for handling Containment Chambers: Senior Containment Specialist: +15 Containment Specialist: +10 Novice Containment Specialist: +5 Interrogation Guidelines When members of an opposing faction are captured, the following guidelines are in effect: Interrogations may last up to 30 minutes from the start of the interrogation. Anytime the captured person is asked a question they have the following choices: Tell the truth (No roll required) Attempt to lie/deflect (Contested roll) During these rolls no assists are allowed. If the captured person elects to attempt to lie or deflect and passes the roll off, they're able to lie or deflect the question successfully. If the captured person elects to attempt to lie or deflect and fails the roll off, the interrogator may elect to use torture methods. The interrogator must RP out the torture method, which results in a second roll off. If the captured person fails the roll off a second time, they are forced to answer truthfully. If the captured person passes the roll off, they lie successfully. The interrogators have 5 torture attempts. If a medically trained individual is assisting in the interrogation, they engage in a contested roll off with the subject. If the subject wins the roll off, a point is removed. If the medically trained individual wins, no point is removed. After all attempts the interrogator rolls off against the hostage. If the interrogator wins the rolloff the hostage goes unconscious. If the interrogator looses the rolloff the hostage dies. During these rolls no assists are allowed. The following personnel carry concealed cyanide capsules that are not detectable in a search/weapon strip: All foundation level 4+ personnel All CI High Command+ All CI Special Forces CI Eye of Intelligence Personnel An individual equipped with a concealed cyanide capsule may attempt to consume it at any point during an interrogation. When they do so, a roll off occurs between the captured individual and the interrogator. If the captured person wins, they consume the cyanide capsule successfully and die. If the captured individual fails, the cyanide capsule is taken by the interrogator and the interrogation continues. If a medically trained individual is assisting in the interrogation (Bio Engineers/Medical Branch) they may assist the interrogator with the roll. Outpost Echo-5 Raid Rules Outpost Echo-5 is owned and operated by Anderson Robotics. Foundation and Chaos Insurgency personnel are able to initiate raids against the Outpost to obtain the Fluence Ion Cannon. The following conditions must be met for a valid raid to begin: Site Condition must be Blue or Yellow when begun. If the condition changes during the raid the raid may continue. There must also be at least 8 Chaos Insurgency and 8 E-11 / Delta-5 personnel active. Only E-11, RRH, HTF, D-5 may participate in the Echo-5 Raid. The following rules are in effect for the duration of the raid: All individuals involved in the raid are considered combatants for the duration of the raid. All individuals involved in the raid are exempt from NLR if they die within the Outpost, which is designated by a red line. Dying prior to crossing the line, or while on the line results in a normal NLR timer It is prohibited to conduct normal raids against opposing factions while an Outpost raid is in progress. Extra Information: Visit our forum for applications, questions, or to see our other servers. Gaminglight.com Visit our TeamSpeak (Everyone besides Class D MUST be on it when playing!) ts.gaminglight.com Join our steam group for special alerts and the addon collections. Gaminglight
    11 points
  3. PoliceRP MOTD PoliceRP Management: Manager: Nimo Head Of Staff: Scor Head Admins: Will, Myan, Tactical, Leaky Please go to other staff members with issues before contacting any of them. To request help, contact a staff member in-game by type /report. Do not spam this! Just fill it out and be patient for a staff member to come to your aid. Staff members have final say in all situations. Reports on unsatisfactory staff performance can be resolved in our staff reports section Loop-holing is not allowed for any rules. Our rules are server guidelines and are there to be followed as written. No exceptions. Join the Policerp discord: https://discord.gg/glpolicerp (Join Our Steam Group!:http://steamcommunity.com/groups/GaminglightRP or by typing !steam in-game) All Government Officials must be on TeamSpeak (ts.gaminglight.com) while playing on the server! All Crips/Bloods/Families are recommended to be on TeamSpeak (ts.gaminglight.com) while playing on the server! This server is designed for a mature audience. Use Common Sense! Act like it is real life. If you wouldn't do something in real life, don't do it here! Child Exploitation Zero Tolerance Policy: Our community enforces a strict zero-tolerance policy towards any form of pedophilia, child exploitation, or grooming. Any individual found engaging in, promoting, or supporting such activities will be immediately blacklisted and banned from our platforms. Reporting Suspicious Behavior: All members are encouraged to promptly report any suspicious behavior, content, or conversations related to pedophilia or child exploitation. Reports will be taken seriously and investigated thoroughly. Consequences of Violation: If an individual is found to have engaged in actions related to pedophilia, they will be blacklisted and permanently banned from our platform without the possibility of appeal. Furthermore, any relevant information may be reported to the appropriate legal authorities. Ensuring a Safe Environment: We are committed to maintaining a safe and inclusive environment for all members. As such, we will continue to monitor and enforce these rules and regularly review and update them as needed. Educating Members: Our community will provide resources and educational materials to raise awareness about the dangers of pedophilia and child exploitation in order to empower our members to identify and report potential threats. Collaborative Effort: The safety and well-being of our members, particularly minors, is a shared responsibility. We encourage all members to actively participate in maintaining a safe community by adhering to these rules and reporting any violations they may witness. REPORT CHILD SEXUAL ABUSE https://forms.clickup.com/1261637/f/16g25-4587/CHULVC8YJQ3LPUWQDE --- General Rules --- 1-) The Basics No RDM No RDA NLR (New life rule) is 3 minutes. Do not return to the place of death for that duration and you forget everything from your past life (including how you died and who killed you. NLR is not active to both sides of Criminal and Government ONLY during a Government/Criminal Stash Raid If you are revived by EMS, then there's no NLR, therefore you remember your past life based on what happened. You MUST RP IT OUT THOUGH. No erotic roleplay (ERP) This includes putting "mom, mommy, dad, daddy" in your name (ONLY CRIM) A Rule of NLR is active base raiding, no family members may return to the base being raided by the Government for 5min if you die. You may not sit around a couple feet from the active raid "waiting" for your NLR to run out. You also can not go to another building and assist in defending a raid outside of the actual base. This means criminals returning must enter the first fading door of their base before shooting! No Metagame (using information that would not realistically be available to your character) Examples of Metagame: - You're being arrested, and you tell your friends over Discord/TeamSpeak where you're being arrested. - Using information from Dark Web on gov while no FBI are monitoring adverts - Hearing printers inside a base -Using your push to talk to see who is near you and using it to your advantage - Looking through a wall in third person to view inside basses -Using OOC information and putting it into RP A police officer can see a weapon in your hands while in a car, and they can act on it. No major crimes during a PD/FBI meeting (UNLESS the highest PD/FBI Command is on AND all tactical unit commands that are on have agreed to it.) **Major crimes count as the following - Hostage taking, Kidnapping. Bank raid, General store raid, PD Raid, Presidential Assassination, Money Silo*** Families may only have 1 money silo spawned in at a time Do not impersonate whitelisted members, staff, and other players. No Disrespect/Racism/Inappropriate or offensive content (In anyway shape or form) This includes but isn't limited to bringing up or recreating controversial topics, and discussing or recreating ongoing tragic events in a negative way. No Glitching/Hacking/Cheating No Mic/Horn Spam/Voice changers FearRP - Act as If you would in real life Players must always surrender to other players’ kidnaps or mugs. Players, or groups of players, may not be put under FearRP unless they are outnumbered by the opposing group. Players must have a weapon OR taser out to put somebody under FearRp. The player(s) must be outnumbered when the encounter BEGINS. FearRP does not apply if others in a group arrive after a fight has begun. Ex. Snar UMC pulls a negev onto a rival family member. That family member begins exchanging fire as 2 more UMC members drive up. FearRP no longer applies. If you have a gun out and you are outnumbered, you would then be put under FearRp and surrender to the opposing group. If your gun is on safety, you cannot put a player under FearRP. This applies both ways. You are not obligated to surrender to kidnapping or mugging if your gun is out, on or off safety, and you are not outnumbered" or something to that effect. Having a weapon out in a vehicle does not prevent you from being placed under FearRP. If Government has you under FearRP and goes to cuff you. (Puts gun away, pulls out cuffs and starts placing you in cuffs.) You may not attempt to harm or further evade that police officer. For Example: An officer has a suspect under FearRP and right when the officer pulls out cuffs to arrest the suspect, the suspect cannot pull out a gun or run away. No Fail RP 1 form of FailRP is rushing with a riot shield to hit a criminal with a weapon. Stealing weapons from a gun dealer during a transaction. Repairing your vehicle during a pursuit is FailRP Asking for a reset or resetting yourself is FailRP, you must value your life at all times This includes using explosives. Intentionally killing yourself with an explosive would be considered FailRP. If you are participating in a government raid as a criminal, you must have a weapon out and be fighting You cannot start the robbery process and put a weapon away and pretend to be not involved. Protests are not allowed at all ReligiousRP is not allowed, however you can do it with a 'fake' religious if staff feels it will not get out of hand. No prop abuse (Pushing, climbing, blocking, etc.) You cannot take over places. If you raid a place, you must leave after you have accomplished your goal. Do NOT stay to prevent people from returning for an extended period of time. If EMS is online, you may not respawn if you were killed during a criminal activity/situation of some type (shootout, raid, etc.) Government officials MAY handcuff you as soon as you are revived and may take you to jail. If EMS is on scene you are not allowed to respawn regardless if your timer reaches zero. No /advert Counter (Ex.- Criminal vs. Criminal Bank Raid) You can ONLY Assist if you are a Family Member (same last name in your RP name) / Or if you are all on Bloods/Crips (Bloods/Crips may NOT work together at all) Murderers and Hit Men have to be in a secluded area away from others to complete their hit/murder (the target can be in an open area but the killer needs to be secluded) Murderers can't base Murderers can't use family names while on the job No vigilantism - you cannot assist police in their raids and other law enforcement activities. The tow truck as well as other vehicles from the job bundle (bus, taxi, truck) may not be stolen. Do not advertise Twitch/YouTube channels without a Manager’s permission. Do not sell Store Credits for money in game Don't build during an Active RP Situation You may only assassinate/kidnap/raid/mug the President/Vice President when the tax average is at or above 20% OR if there are 3 or more President Protection Detail Agents(including Heavy PPD). If the person is mid kidnap or etc, you can not just change the taxes/And or have a President Protection Detail Agent switch off, and then proceed to call the situation false. Paramedics are a Neutral Faction (Can't be taken Hostage, Vehicles stolen, etc.) Suicide/threatening to suicide is FailRP/CopBait Weed, printers, and money silos are illegal by default. Weed can be made legal by the President. You cannot build in the bank/general store. As a banker, you may build inside the bank but only for RP purposes (waiting area, flowers, etc. - no fading doors or defenses) If you are handcuffed, you must comply with the officer. Not doing so can be considered FailRP. If the police officer gets distracted and leaves you alone, you may attempt an escape. After changing your name to join a family, you may not assist/help out anyone in that family with any criminal activity for a total of 3 minutes You may not kill someone who you are trying to break out of jail or who's in handcuffs, but you are allowed to help them escape by lockpicking their cuffs/cell. Cop baiting is not allowed. Cop baiting is intentionally breaking the law or annoying a police officer in an attempt to have them arrest/confront you. All Government Bases are KOS / AOS. Custom Class' may NOT spawn in CC cars that the CC does not own or bought. If doing so could result in the following: Losing permission to have CC cars or Custom Class removal. Custom Class' may NOT spawn Govt vehicles if they are not a Govt CC. Doing so can result in a removal of your CC. Government Custom Class' may spawn all Default PD Cars according to your PD Rank. Never access the Custom PD Dealer UNLESS you bought a car in there for your government custom class!!! Intentionally breaking your model to modify your hitbox is exploiting. You may use your vehicle to block a doorway in a robbery and or raid, but it cannot be locked, the vehicle must remain unlocked, and there still must be enough room for people to walk around the car to enter/exit the building without crouching or jumping. You can't change your name to join an event while in the middle of an active RP scenario. Government cannot have text screens or props advertising their department unless it is the day before a tryout. Criminals can have one text screen advertising their family on their base. You may not use any custom family vehicle skins unless you are in that family, or are participating in crime with them. If you're unsure if the custom car skin belongs to a family you can always ask a staff member! Money Silos must be spawned in a base that is owned by you, or your crime family. You may not inventory holster your weapon during an active scene. During government raids, Criminals and Government may only shoot each other inside the KOS zone. 2-) Government All Guns are illegal (except for pistols but they still can't be out in public) No Taser rushing Taser rushing is when you use a taser on a suspect that has a gun out. You can use a taser on a suspect that is using or holding any melee weapon. You may never interrupt training. You can not battering ram fast moving vehicles, this is classed as FailRP Printers, weed, and money silos are illegal by default. The President can make weed legal. Bulk weed is always illegal. Bit-miners are always legal. Police cannot destroy them for any reason Cops are not allowed to accept bribes.. The Commissioner or equivalent can arrest for up to 30 minutes if present. If someone is wanted (sign above a person’s head) you may AOS/KOS the person. In order to KOS you must warn the criminal at least 3 times to stop moving. If they comply, you must arrest them instead. You may arrest criminals after they are revived if they were involved in a criminal situation (Maximum jail time after being revived is 6 years). Government can not use EMP's while on duty! [Only if EMS is online] If Gas is used in a Raid (Bank, Gen Store, Base and etc.) all criminals that die to the gas will be dead upon arrival and can respawn. If gas is needed to be used in a situation, gas may not be used to clip/go though map walls. However gas can clip/go through player props. [https://imgur.com/K90kheE] Spike strips in traffic stops can only be used if (A) Suspect is wanted with deadly weapon or (B) Suspect was in a code red pursuit. Bailer NPC When Martial Law is active, the Government may block off the Bailer NPC. Government must attempt to make contact and have the criminals surrender at a money silo before breaching. If you cannot make contact or shots are fired, you may breach During a government raid, If a government base has a KOS sign, no additional signs or barriers may be placed. If a government base DOES NOT have a PermaPropped KOS sign, a sign and perimeter may be set up. Do not lock doors that prevent criminals from entering the building during a government raid. 3-) Criminal Menu / Adverts You must assist to help in any crime You cannot close or lock the door of the vault when you are raiding it. The vault door must stay open at all times You must /advert carjack <owner's name of the car> You cannot carjack vehicles that have just been spawned in at any of the dealers Ex: /advert carjack Zeeptin You must /advert Murder. You can NOT raid any government base. You may only raid if a family member is trapped and needs help escaping. You are NOT allowed to bind test Adverting false in a roleplaying situation is considered FailRP. Example: Raiding a base/major crime and halfway through you advert false. If committing a major crime, everyone must be in the same family or same RP Job Organization and have their names correctly inputted. Everyone involved must assist through the criminal menu. If your family was involved in committing a crime and a family member is actively being arrested you may type /advert assist to assist that family member, you must follow all rules with NLR and FailRP. You must ALWAYS try to RP out the scenario first, do not just assist and start spraying PD, try to negotiate release of your family member with guns drawn on the officer. If the attempt fails there is a 10 minute cool down for all family members regardless if they were not present for the first attempt. 4-) Martial Law Any civilian/criminal seen with a weapon out can be KOS’d by PD PD High Command can activate Martial Law at any time, However, a valid RP reason must be given. Example - Riots, excess violence, out of control gangs, etc. Martial Law may only be authorized by PD High Command / Other Department Heads only, it may last up to 30 minutes. Reason for declaring Martial Law must be stated immediately. 5-) Important Timers Raids - 5 Minutes/Raid -- 45 Minutes/Same Base Jailbreak - 10 minutes Carjacks - 15 Minutes -- 30 Minutes/Same Person Kidnaps - 15 Minutes/Kidnap -- 30 Minutes/Same Person Assassinations - 15 Minutes/Assasination Bank Raids - 20 Minutes/Bank Raid Murder - 10 Minutes/Murder Mugging - 5 Minutes/Mug -- 30 minutes/Same Person General Store - 15 Minutes/Robbery Money Silo - 1 hour after completion/failure (Per base and family) Only one Money Silo can be spawned per base President's Base Raid (For City Funds) - 15 Minutes Supply Crate Robbery - 30 Minutes 6-) Weapon Classes Class 1 (Legal): Any Pistol unless it is Fully Automatic, or Suppressed Class 2 (Illegal Without Gun License): Any Suppressed Pistol, SMG’s or Semi-Automatic Rifles Class 3 (Illegal): Any Fully-Automatic Rifles & Shotguns Class 4 (Illegal): Snipers & LMG’s Class 5 (Illegal): Explosives, Ethereal, or Any Grenades (Smoke, Flash, EMP, Decoy) --- Gang Rules (Bloods, Crips, Factions) --- 1-) General Bloods, Crips and the Mafia are always at war. This does not mean every time you see each other that you are to shoot each other. You must have a valid RP reason. They may never work together or "team up" If you commit a crime, the rest of the gang in that area can be arrested for association. Disclaimer - Gangs can be changed to Whitelist mode at any point if management feels it is being abused. 2-) Capture Points After dying, you must wait 3 minutes to attempt to capture a point (this applies to both attacking and defending) When attacking or defending a point, only two parties at a time may be involved. The attacking faction, and the faction that owns the point. If you are revived by EMS, you must wait 3 minutes to return to the capture point If you are attempting to attack or defend a point, you must be within 30 meters of the point to start shooting. The distance is displayed on the capture point. Government Rules Government can attempt to apprehend any individuals seen doing illegal activity at the capture point, although you cannot capture the point. Doing so will result in a demotion or possible removal for your department(s). Attacking Rules When attacking a point, you must still have the same family name if you wish to attack the point with your faction! Defending Rules When defending a point, you cannot shoot someone unless they're posing a direct threat to you (pointing a gun at you, shooting at you), or attempting to capture the point. You cannot shoot someone for simply moving through the point (in a vehicle, or on foot), they need to either repeatedly enter the point, or staying in it to be able to kill them. When defending a point, you must still have the same family name if you wish to defend the point with your faction! Capturing a point inside a car or sitting on a prop to avoid damage is FailRP --- Roleplay Rules --- 1-) Basing Max fading doors (Per Base): 4 + 1 for raidable defense You can add 1 additional fading door to protect your raidable entities. This fading door MUST be past the entrance to your base and cannot be used as a shooting window or any other strategic defense other than to block your entities. Fading doors must be obvious and visible for the player (just like keypads) They cannot be placed in a way where your player model gets stuck and you are unsure where the door is (placing a pole in the corner as your fading door) Fading doors can not also cross multiple props to act like multiple fading doors (EX: http://prntscr.com/r0gt9p). Fading doors may not be props that impair breaching devices (Battering ram, Breaching Charge and etc.). For example, a pole prop. This prop is way to skinny and impairs breaching devices. Fading doors must be wide enough for breaching devices. All fading doors must be owned by the same player, you cannot have fading doors owned by multiple people. Fading door abuse is not allowed. (Using your keybinds to open a fading door while in RP) Max buttons (Per Base): 3 Keypad required for every door with a toggle or 5 secs open time. Do not use your numpad to open the door, instead input the code into the keypad or use a button Your base cannot force players to crouch/jump Shooting windows do not count as fading doors. Max of 2 shooting windows per base, buttons on shooting windows MUST be toggled and you cannot use your numpad to open it. No invisible or hard to see props No kill boxes. A kill box is when you can trap a player between 2 fading doors and you can shoot at them but they can't shoot back at you. Using colored props and/ or materials in the entrance, or other areas of a base, to explicitly highlight the player models of those entering, is not allowed and is considered an exploit. Bases that allow you to stand on top of, or underneath the entryway props to shoot upon entering players, are not allowed. Any prop used to furnish a roof or floor in the entryway must be a solid prop to disallow gun fire at those angles. If you are using fence props, the material must be see through so both parties can see each other as shown in this image: https://i.imgur.com/9xIyG4v All props must look like the blue prop in the photo and the red props will be considered a fail base. For example you are backed up against a wall and can see the players feet, but they cannot see you at all including materialled fences. You cannot use no collide for defense/entrance purposes. You may not prop block raidables. All parts of a base must fit at least 2 people back to back and side to side. Do NOT make bases with small peepholes (otherwise known as head glitching) Half of your body MUST be shown if you are shooting over an object (Barriers, Props, etc.). This is an effect for shooting windows as well. Whiteout/Blackout bases are not allowed. Underwater bases and bases that you must swim to are not allowed. If your base is going to be primarily black, the floor must be an opposite color (white). Trap bases are not allowed. This is anything that acts as a trap door to trap or damage raiders. Keypads must be visible and not hidden. Fake keypads are also not allowed. KOS/Building signs MUST BE CLEAR AND CONCISE Bases may not be raided if there is a building or RP sign. Bases with building signs can be prop blocked off. However, they may not be used as hideaways for criminals. They may also not contain any type of raidables. Maze bases are NOT allowed. The path through the base’s defenses must be obvious and accessible. Text signs must be large and easily seen (80+ text size). World Glow is not allowed. Roof bases are not allowed unless the building's roof has a built in access point. Every bases' property line stops where the sidewalk/map road/fence starts. You may not extend your base or a KOS sign beyond your property line. You may not combine one way props and a non one way prop (Fence and gates) in order to see and shoot players at the same time (https://steamcommunity.com/sharedfiles/filedetails/?id=1490478705) Maximum of 5 one way props per base. Bases may not be built across spawn, near the hospital and the parking. Do not make any bases or props that block or disallow access to an NPC. Bases must not strain the eyes. This means no flashing props or bright colors. A sky base is not allowed. A sky base is a base that is taller than the prop tube1x1x8. Walkway rule If you are basing you are only allowed 15 props for the entrance into your base. The props count starts after your first fading door and include all props with the exception of all fading doors. Shooting window props (except the fading door window) that are used to walk through the base count to your 15 max props. This means players who have the "zig-zag" base design can still set up their base that way, but with limited props. (https://imgur.com/kSNkkaQ) Fading doors do not count towards this Roof's and Floor's of walkways still count as a prop! You can not have the same material as the un-faded material on fading doors. 2-) Roleplay Builds Builds can not be used as a base. No building in front of spawn. The highest point of a build may not exceed the height of the 1x16 plate prop (going longways, standing up). Build can not be any lower than the 1x1x5 tube prop if going over a roadway at any point. No raidables can be placed within the build. No building in the roadway. Builds can be placed above the roadway, but can not obstruct passage to any vehicles. Builds can not be placed down to annoy other players (i.e., blocking another person's base). Build can not obstruct movement of vehicles or players intentionally (prop block). RP Only buildings are designed for peaceful RP scenarios. No raidables are allowed here, thus they are also not allowed to be raided. 3-) Raiding Must wait 5 min in between raiding different bases Going into any government base, is considered Cop bait unless you are raiding DOC (Must be adverted) You cannot build during any raid You MUST advert (General Store Raid) if raiding either one. You must advert the location of the general store being robbed (Ex. Café, Outskirts, Club Catalyst) You MUST advert raid when raiding a base You must have a weapon out to rob the Bank or General Store You must be inside the general store to assist Criminals may raid The President's base to steal the money funds located in the vault, if the average tax is above 10%. When building camera's, camera's may NOT be put in the sky and floating. The camera's must be supporting by a prop "holding" them up. Additionally, cameras at your base must be pointed at your base, and relatively nearby. You cannot put cameras all around an area of the map to look down the road for other people. You may not use ladder dupes to climb into bases. This is considered prop climb. You may not build around the vicinity of the Supply Crate. During base raids, It is FAILRP if you unhook the solar panel cords 4-) Mugging Max mug is $30k. If you successfully mug a person you can not kill them. Acting like you are AFK to avoid a mug would be considered FailRP 5-) Kidnapping / Hostage Taking Must /advert kidnap If the person has a gun out, you cannot kidnap To take a player hostage, there must be at least 10 PD online (This includes SWAT/SRT/CERT/FBI/Etc.) You require 2 or more people to kidnap any High Command Member You require 3 or more people to kidnap Chief of Police or above Do not hold anyone longer than 15 minutes Restraints are required to kidnap someone (or else it will be considered false hostage) Kidnapping in Spawn/AFK People is not allowed You may only have one person (kidnapped/hostage) per person. Once you rob a store/the bank, you MUST let the hostage(s) go, you can't take him/her away out of the store/bank If you are kidnapping someone in moving vehicle, they are not under Fear RP. Unless they are parked or not in motion. Ransom Prices THAT MUST BE FOLLOWED BY ALL CRIMINALS Civilian -­ $10,000 Officer­ - $20,000 Senior Officer / Corporal ­- $30,000 Sergeant ­- $40,000 Master Sergeant/ Sergeant Major- $60,000 Lieutenant -­ $70,000 Captain ­- $80,000 Major - $90,000 Colonel - $100,000 Assistant / Deputy Chief - $110,000 Chief of Police (or Department heads) - $125,000 Deputy Commissioner - $150,000 Commissioner - $200,000 TAC Enlisted - $50,000 TAC Supervisor -$60,000 TAC Low Command - $80,000 TAC High Command - $110,000 Vice President - $80,000 President - $100,000 6-) Priority Rules Criminals must have a VALID reason to run from Police. This includes but is not limited to Having a warrant for shooting at government Your vehicle being wanted in a prior pursuit Your life is threatened by an officer Criminals must have a VALID reason to shoot at police. This includes but is not limited to Having a warrant for shooting at government Your vehicle being wanted in a prior pursuit Your life is threatened by an officer Criminals may not engage in harmful and or felony acts for the following reasons Merely being stopped for a traffic violation An officer giving you a ticket An officer bumping your vehicle Any player merely coming up to you and speaking with you Having a gun out while driving does NOT allow you to run from the police if you are in a traffic stop These rules apply to player interaction as well. Do NOT randomly shoot players for stupid and or playful acts RP situations out. Warnings will be handed out for breaking RP if priority situations are brought up without proper reason 7-) Neutral Class' / Zones / Truck Driver Neutral Zones - Spawn and Inside Hospital. Hospital and Spawn can not have any crime occurring in the building. Around the buildings, crime may occur. The inside of the car dealer is considered neutral. People may NOT carjack / steal people's vehicle near the car dealer. (The must exit the car dealer parking lot.) Neutral Class' - Tow Truck Driver, EMS, Dogs, and Truck Drivers. Tow Truck Driver, you may steal back your car, however you MUST attempt to RP it out with the Tow Truck Driver. You may NOT kill or cause injury to the Tow Truck Driver if he does nothing towards you. HOWEVER, if the tow truck decides to defend and or tries to stop you from stealing your vehicle back by violence (Gun and etc.) Then you may cause harm to the Tow Truck Driver. EMS can not be killed, injured or kidnapped. Truck Drivers You may not directly rob places, or commit crimes however you can be paid to transport illegal goods that were obtained from a robbery. You may not run using your truck unless its directly involved in transporting illegal goods. Dogs You cannot ride with government You may have a criminal/citizen class be your owner, and may defend them if either you, or your owner is attacked. You cannot participate/help in robberies, or raids of any kind. If you do not have an owner, you may freely roam around, and can defend yourself if you are attacked. 8-) Negotiations During negotiations the officer is unable to be kidnapped until negotiations are called off. Stalling negotiations with a hostage is not allowed in any server robbery. Definition - speak or act in a deliberately vague way in order to gain more time to deal with a question or issue; prevaricate. Acts of Stalling Requesting demands that do not benefit you or your overall goal. Requesting the same demands repeatedly after them being denied. Coming to an agreement on a demand, and then going back on said decision. Valid Hostage Demands Free Passage (You may start a pursuit and cops are not to code red your vehicle until you either shoot at cops, or point weapons at them or other civilians.) Getaway Vehicles Only SMT can approve getaway vehicle requests. Clearing government from the active scene Ransom for the hostage Different jobs have different hostage prices. Located in MOTD. If your ransom amount is met, you must release the hostage to the officers. Hands up/weapons away A specific police negotiator Invalid Hostage Demands Uber Eats Gas Masks Throwing gas/grenades with no reason Over maximum hostage price Counting/Jumping/Physical Tasks. Asking to wait until the robbery is over or waiting any amount of time to stall the timer. Etc. 9-) Bank Robberies If you have 6 or more people robbing the bank, 4 people must stay in the vault and any additional people can hide inside the bank. Negotiations in a bank robbery are different then crate robberies, or general store robberies. You are allowed to ask for the following Free passage (If the negotiator grants this, you may get into your vehicle and start a pursuit with the cops in an attempt to get away. Cops are not to code red your vehicle until you either shoot at cops, or point weapons at them or other civilians.) 10-) Jailbreaks You must /advert Jailbreak You must have 3 or more players in order to escape through the secret tunnel (DOC) You may only escape from the secret tunnel (DOC) every 45 minutes You don't need to be in the same family to jailbreak Jailbreaks may not last longer than 10 minutes During a jailbreak, if you have been successfully lockpicked out of cuffs, you can then call staff to unarrest you and teleport you back to resume RP. --- Government Rules --- 1-) Police Listen to your superiors Corrupt cops are NOT allowed, You may go off the "wanted sign" above the criminal's head (You may AOS/KOS the person) To KOS the person, you need to warn the person 3 times to stop moving, if they comply you have to arrest them (Actually RP it out) You must be a Qualified Trainer to train police. This is Sergeant+ Follow the guidelines on vehicles - https://gaminglight.com/forums/index.php?/forum/91-police/ During a Bank raid/hostage situation, you are to respond to the area code 3 and secure the roads to stop vehicles passing and wait for SRT/S.W.A.T to arrive on a scene and give orders. You are NOT to deal with Bank Raids or Hostage Situations unless there is no S.W.A.T/SRT online.. (The Highest ranking officer on Scene takes control). SWAT/SRT to stand down they must comply. Any Semi Truck or Cyber Truck that is in a pursuit can be declared lethal instantly. (Command does not need to approve) 2-) Assistant TAC Must have permission from TAC to move into general stores and bank robberies. May take lead in TAC situations if no TAC are on scene. All level TAC unit jobs are classed as assistant TAC and must follow all SOP’s from the individual departments. If you are failing to follow SOP’s or cause issues in the department, you may be removed at any time. 3-) FBI FBI may do illegal things while undercover to gain criminals trust but may not murder, release from jail, or take drugs/Evidence. To get into the FBI, you must be a VIP+ (this means you may get FBI Prob.) FBI may not base with the same person within 15 minutes of catching/being caught in the act of basing undercover Only undercover FBI/PD High Command can access the bait car dealer. If you're not undercover and accessing the dealer, then you can be warned for FailRP. 4-) EMS You must wait until the area is code 4. Wait for permission to move into a situation that had a recent shootout. Never move into a bank raid, hostage situation, general store robbery, etc. unless given permission by the highest government official on scene. It is your responsibility to not enter dangerous situations. 5-) Internal Affairs These Agents are played by Server Management, and are equivalent to the rank of Commissioner. Internal Affairs Agents mainly deal with investigations within departments, and oversee all departments. Agents may drive either government or civilian vehicles Any vehicle can be commandeered by an agent! You must allow them to take it! Agents may place anyone under federal custody if they are under a suspicion to interrogate. 6-) Global Concussion, Frag, & Gas Grenade Guidelines Safety of Others Gas & Frag Grenades cannot be used if it has a high potential to cause injury to an innocent civilian or officer. (Ex. Outside of buildings, or multiple civilians present.) Areas where gas is thrown must be completely blocked off. Communicate with other government officials on scene to prevent team killing. (Ex. Don't toss a grenade in during a push without saying a single thing.) Deployment of Gas Grenades There can only be 3 gas grenades deployed at one time. Gas may only be deployed in 2 scenarios 5 or more suspects are barricaded within an enclosed area. 4 or more government have been murdered by the suspects Both scenarios above do not have to happen, if one of the two occurs, gas may be used Gas can only be deployed at a general store or supply crate robbery if there are 10 or more suspects. Gas should NEVER be given to those who are uneducated about the proper usage. Deployment of Frag Grenades & Concussion Grenades Frag/Concussion Grenades may only be deployed in 2 scenarios 4 or more suspects are barricaded within an enclosed area. 2 or more government have been murdered by the suspects. Both scenarios above do not have to happen, if one of the two occurs, the grenades may be used. Frag/Concussion Grenades can only be deployed at a general store or supply crate robbery if there are 5 or more suspects. Gas Masks All Gov must be equipped with a gas mask if they are exposed Anybody promoted to a rank that can use gas is required to go through training on using gas properly. *This rule section above overrides all department specific SOPs and Guidelines.* --- Other Job Rules --- 1-) President / Vice President You do NOT control the PD, So don’t order them around. You can own a house but must have protection. You can ask the FBI to protect you, But they don’t have to. You cannot Raid or Commit Crime. You can only have pistols and shotguns. What can you make legal/illegal? (Must be stated on law board) Weed can be made legal or illegal by the president. (Default: illegal) Class 1 weapons can be made legal or illegal by the president. (Default: Legal) All other drugs, weapons and everything else can not be changed to legal or illegal. Tac Units have the right to protect the President (only if they have permission from a command member in that department). The President can only have official government employees protecting him. As Vice President, your job is to work with the President not against him If there are 3+ PPD currently active, the president can be assassinated regardless of tax amounts May hand out gun license's with Police Chief and above. 2-) Judge / Defendant / Prosecutor The Judge may only choose any of the following punishments in criminal cases Jail Sentence Fine Community Service Verbal warning If the suspect requests a trial but the arresting officer does not wish to partake in the trial, the officer may offer a plea deal to the suspect or transfer the case to a prosecutor if one is online. If an agreement cannot be made and a prosecutor is not online, the officer must attend the trial. You can only have a pistol for self-defense! You cannot commit a crime while in these classes. Your job is to help people get out of jail, So RP situations out! The judge cannot deal with a friend or individual they know this is classed as Fail RP. Your judge whitelist will be removed. The judge must have a valid RP reason for setting someone free from jail. If someone is not coming to a trial, you must advert a warning toward them 3 times prior to dismissing the case. Adverts must be at least two minutes apart. You cannot accept bribes. Defendants must inform client of legal fees before the case starts and the client must agree to have the defender represent them. If the terms are agreed to, the client must pay at the end of it! Refusing to take a criminal to court if requested is failRP 3-) Gun Dealer / Advanced Gun Dealer / Elite Gun Dealer Cannot raid Must have a shop You may have bit-miners, weed and printers Can only base with other dealers. 4-) Assassin / Mafia Hitman Hits must have a valid reason - random hits are not allowed. You must /advert when a hit is accepted and completed. You may not carry out a hit on a government official in front of other government officials or when they are in their base. 5-) Tow Truck Driver Any vehicle parked illegally can be towed (roadways, sidewalks, etc.) You are a neutral class and are not allowed to carry any weapons, unless you would like to stop a person from stealing a vehicle that is in your control. For example, if a vehicle is impounded. And they (The Criminals) try to steal their car back, you may pull any weapon to attempt to stop them. You may not kill a tow truck driver just because they are towing your car. RP the situation out. You must RP you latching the car onto the truck before pulling away. Latching moving cars is not allowed. You may not tow emergency vehicles that are illegally parked. Call 911 instead. Do not use your tow truck as a ramming device. You may not tow a vehicle that has someone in it. If you have impounded a car, you may set a price to release the vehicle back to the owner. The max price is $5,000 6-) Inmate You must stay inside of the jail while playing as an inmate. If a jailbreak occurs, you are allowed to leave. Props are allowed inside of your cell, but you are limited to 5 props per cell. MUST be at least 1 DOC Officer online for prison Roleplay! Inmates can NOT spawn fading doors! Inmates can NOT retrieve anything from their inventory! Killing DOC/Police outside of a jailbreak is not allowed. Inmate does not give you an excuse to mic-spam or minge in the DOC. Treat the job as real life and do not ruin it for others. Prison riots can be held once every hour. This is the only time where you are allowed to use the knife unless you are involved in a jailbreak. 7-) Hobo Hobos may build outside but you are not allowed to build on the roads. Hobos cannot block off any buildings with props and cannot stop the access for anyone on a roadway. Hobos may mic-spam music and music only. You must be stationary to play music. You are not allowed to mic-spam outside of buildings to annoy the inhabitants. However you may play music in vehicles. (Including the driver seat) Hobos may only own pistols and melee weapons. Hobos can mug. Hobos cannot be mugged. 8-) Bank Security Officer / Professional Bank Security Officer Must always attempt to resolve the situation without violence. May not base with criminals. Can not do corrupt acts. All Government officials rule over you. If a bank is being robbed and has a hostage, you must leave and wait outside the bank for government officials. If you are outnumbered (3 to 1), you must value your life and try to get out of danger. Don’t run in and try to kill everyone with a Glock when they have Negev's. If you break the law, you can still go to jail! Can never shoot or evade Government. 9-) Banker May not base with criminals. May not attempt to help criminals do criminal acts unless held at gunpoint. If the bank is being robbed, you must attempt to flee the bank unless held at gunpoint. Can never shoot or evade Government You may only have a pistol on yourself to defend yourself. (FearRP still applies!) You may store your own bit-miners inside the vault. (You may not do this with Money Printers!) 10-) Vehicle Codes Code Green Follow behind the vehicle, but don't attempt to pit or disable the vehicle Spike strips cannot be used Code Amber A PIT maneuver is permitted Spike strips can be placed non-lethal force is to be used to disable the vehicle Code Red Lethal force is permitted Code red can be called by any tactical unit, or PD command member Request for a code red must be done through radio or group chat Code red can only be call if any of the follow are true: Shots have been fired at officers or civilians and the individual attempts to flee in a vehicle A vehicle chase has been continuously been ongoing for over 10 minutes If the vehicle is a Cyber truck, bus or semi truck Can Be Edited at any time - By clicking close, you agree to these rules!
    8 points
  4. Gaminglight ImperialRP MOTD To request help, contact a staff member in-game by typing "/report", please wait patiently for a staff member to assist you. Staff members have final say in situations. Reports on unsatisfactory staff performance can be resolved in our staff reports section. Loop holing is not allowed for any rules. The rules are server guidelines and are to be followed as written. No exceptions. Child Exploitation Zero Tolerance Policy: Our community enforces a strict zero-tolerance policy towards any form of pedophilia, child exploitation, or grooming. Any individual found engaging in, promoting, or supporting such activities will be immediately blacklisted and banned from our platforms. Reporting Suspicious Behavior: All members are encouraged to promptly report any suspicious behavior, content, or conversations related to pedophilia or child exploitation. Reports will be taken seriously and investigated thoroughly. Consequences of Violation: If an individual is found to have engaged in actions related to pedophilia, they will be blacklisted and permanently banned from our platform without the possibility of appeal. Furthermore, any relevant information may be reported to the appropriate legal authorities. Ensuring a Safe Environment: We are committed to maintaining a safe and inclusive environment for all members. As such, we will continue to monitor and enforce these rules and regularly review and update them as needed. Educating Members: Our community will provide resources and educational materials to raise awareness about the dangers of pedophilia and child exploitation in order to empower our members to identify and report potential threats. Collaborative Effort: The safety and well-being of our members, particularly minors, is a shared responsibility. We encourage all members to actively participate in maintaining a safe community by adhering to these rules and reporting any violations they may witness. REPORT CHILD SEXUAL ABUSE https://forms.clickup.com/1261637/f/16g25-4587/CHULVC8YJQ3LPUWQDE 1. General Rules: To speak in the OOC (out of character) chat say "// <message" or "/ooc <message". Do not kill without reason (RDM). Do not arrest without reason (RDA), when arresting you must say "/advert RFA: <reason>". Do not FailRP, this means that you should not perform anything unrealistic or out of character. Do not metagame, his means that you should not use any out of character influences to affect role play. Do not microphone/chat spam. Do not harass/disrespect other players or admins - do not walk up to staff in-game while on their roleplaying jobs and ask for staff assistance. No staff or player may harass another person. No offensive roleplay names or anything that is close to an offensive word in your name. Do not self-promote. Don't shoot another trooper. Do not try to get yourself whitelisted to jobs you have not donated/have been trained for. "/advert" and "/comms" is to be used for RP reasons only. To change your name, say "/name (Name)". Don't use stupid or unrealistic RP name. No matter what rank you are or what job you are on if you are being chased by shock or have an AOS/KOS on you and you start to go on a rampage and just kill everyone you see then you will be punished for MRDM. Attempting to exploit a system within the server, for example item duplication and/or level/money boosting, will result in a warn and ban. 2. Flying Rules Do not land or fly out of the Star Destroyer without Imperial Navy's permissions. If no Imperial Navy is online, the highest ranking then takes the requests. Do not fly around without a valid reason. You must not use a ship if you don't have permission. 3. RP Rules You must always listen to your high-ups. Do not riot or revolt. You must always address people by their RP Names. Officers have the final say in all scenarios. Never ask for a promotion. You must salute 2LT and up. You always salute the highest rank in the room. Address all SGT+ by 'Sir' out of respect. PTS is permission to speak. It is always active when you are in a formation or debrief. Never break PTS. The highest ranking in any briefing can call PTS. Commander+ or equivalent can break PTS, but only with a valid reason. Vice Commander+, Shock Security, Naval, and Inquisitor Command may call AOS on a subject. Shock Security may arrest anyone on the ship with a valid reason. 4. Inquisitor Rules Inquisitors takes priority in lightsaber fights/duels. Troopers should not fire when an Inquisitor is in combat. AFK Meditating is allowed. 5. Donator Droid Rules You may NOT speak as a droid. R2 Units are made for ships and repairing R4 Units are made for carrying information manually from point A to point B 6. Bounty Hunter Rules May only accept one bounty every 10 minutes - 30 minutes for a hit on the same person. Must advert "Hit accepted" or "Hit completed" whenever accepting/completing a hit, it cannot be both in one advert. May only kill someone when you have a hit on them. Do not do any hits when the target is doing try-outs/PT. You cannot kill any official lore characters. Jetpacks will only be used during defcon 4 or lower. If you die during your hit, you must wait 30 minutes before accepting another one. You cannot accept any hits on any event Characters. You cannot take any hits during an event. You are clearance level 3. 7. Custom Class Rules You are clearance level 3. You are not allowed to use command titles within your RP name, such as Grand Admiral, General, etc... You are not above the law, follow all ships rules like you normally would. If you are a trooper, you take orders from trooper command. If you are an Inquisitor, you take orders from Inquisitorious Command. In order to become a part of a regiment or branch you must get permission from the Manager. Don't overrule and overtake regimental positions or classes. You can only use your jetpack at Defcon 4 and below. You are not a part of your own militia, work with the other troopers on the ship. Classes that have vehicles can only spawn them once given the permission from the Gamemaster hosting the event. 8. Prisoner Jobs Rules There is a 2-minute cool down in between attacking security officers after death. You must advert "Prison break" when attempting to break out of prison. You are to remain at the brig at all times unless being escorted by security forces or has successfully broken out with /advert. There is a 20-minute cooldown between prison breaks. Prisoners are KOS with any weapon out. 9. Citizens and Criminals Tuskens can attack anyone but not in the town, Tuskens are not permitted to kill one another. Criminals may mug other players, but must "/advert Mug", max amount to mug is 10,000 GC - if the victim doesn't drop the money in 10 seconds, they can be killed. The cooldown is 20 minutes, you cannot mug players with a gun openly equipped. All criminals can attack and open fire on Imperial personnel for no reason, but with a cooldown on 15 minutes. Criminals are allowed to raid the Imperial outpost and/or the Star Destroyer (through the transport), but with a cooldown of 20 minutes, any action that indicates a raid will count (like hacking the door). Citizens cannot be hostile or attack others, unless for self-defence. Troopers are allowed to arrest/detain any criminals that have displayed a firearm. The caves are under Imperial territory, any trespassers are AOS/KOS. Dune Crawlers are always hostile and can attack anyone, however, they cannot enter the town. Dune Crawlers can be killed at any time. Imperial personnel are not allowed to use or equip Black-market items; they may be punished in RP for contraband. Imperial personnel are not allowed to use or consume illegal drugs; they may be punished in RP for contraband. Any criminals on Imperial territory that have no weapons equipped are AOS. Troopers cannot attack criminals unless they are hostile towards them. If a criminal opens fire on a trooper, that suspect is an automatic KOS, troopers should not attempt to arrest them. Dune Crawlers are not allowed to raid the ISD, however, they are still allowed to attack the outpost. Once you die, you cannot act upon the reason for your death. For example, you cannot immediately kill the player that killed you in your previous life. This is also known as the 'New Life Rule' or 'NLR' rule. Imperial players cannot return to an active supply crate robbery/data raid/credit crate robbery after dying until waiting 2 minutes. If the whole Empire is notified of criminal trespassers and they are not initiating these mentioned raids, NLR does not apply. Criminals are not permitted to interrupt an event, unless granted permission by the Gamemaster hosting the event at the that time. Tank Troopers must advert when they are starting a delivery mission Criminals must advert when they raid the Imperial outpost and when they die from it, with the time stamp, for example: "/advert Raid 16:35" and "Raid End 16:45" The Canyon located in Lothal Outskirts are under Imperial territory, any trespassers are AOS/KOS.
    6 points
  5. Welcome to the Gaminglight Community Forums! The Gaminglight Forums is the main communications hub for each of our main servers. We welcome all members of the community to discuss topics of interest, suggest improvements to the community, and learn about the exciting new changes that we make to our servers! While using the forums, you are required to abide by the following rules. Failure to follow these rules may result in your posts being hidden, being required to receive moderator approval before posting, or having your forum account suspended. Child Exploitation Zero Tolerance Policy: Our community enforces a strict zero-tolerance policy towards any form of pedophilia, child exploitation, or grooming. Any individual found engaging in, promoting, or supporting such activities will be immediately blacklisted and banned from our platforms. Reporting Suspicious Behavior: All members are encouraged to promptly report any suspicious behavior, content, or conversations related to pedophilia or child exploitation. Reports will be taken seriously and investigated thoroughly. Consequences of Violation: If an individual is found to have engaged in actions related to pedophilia, they will be blacklisted and permanently banned from our platform without the possibility of appeal. Furthermore, any relevant information may be reported to the appropriate legal authorities. Ensuring a Safe Environment: We are committed to maintaining a safe and inclusive environment for all members. As such, we will continue to monitor and enforce these rules and regularly review and update them as needed. Educating Members: Our community will provide resources and educational materials to raise awareness about the dangers of pedophilia and child exploitation in order to empower our members to identify and report potential threats. Collaborative Effort: The safety and well-being of our members, particularly minors, is a shared responsibility. We encourage all members to actively participate in maintaining a safe community by adhering to these rules and reporting any violations they may witness. REPORT CHILD SEXUAL ABUSE https://forms.clickup.com/1261637/f/16g25-4587/CHULVC8YJQ3LPUWQDE General Forum Rules: Use common sense when using the forums Do not argue or bicker with other forums members, keep conversations constructive. It is prohibited to insult, flame, or harass other community members. Threats of violence are prohibited at all times. Abusing the forum reputation system, or encouraging others to do so is prohibited. The most common infraction is disliking multiple posts from a single member on the same day. Necroposting is prohibited. Necroposting is defined as posting in a thread that has not been active for one month or longer. Making spam posts or continuously posting content in incorrect locations is prohibited. Publicizing private messages with another player unless the messages are used as evidence in a player report, staff report, warning appeal, or ban appeal is prohibited. Posting copyrighted material or images of others without their consent or crediting them is prohibited. Posting responses in Custom Job posts that you do not own, or are not attempting to purchase is generally prohibited. Gaminglight staff members and community members may respond to Custom Job posts to provide assistance or correct mistakes if they exist. It is prohibited to use non-English characters in your username or forum post. Responding to RP or staff applications without recent experience playing on the server, or recent experience with the player making the application is prohibited. Do not openly argue with Forum Diplomats or members of the Senior Management Team. If you disagree with a decision made by a member of these groups, contact the Head Forum Diplomat, or the Senior Management Team member via a direct message. Do not tag members of the Senior Management Team on the forums at any time. Backseat forum moderating is prohibited. Please use the report function to report any posts that violate the forum rules. You cannot use our site to sell your services/others services. Whenever leaving an opinion on a topic / thread, ensure your opinion is clear & definitive. -/+ Supports (also known as 'Neutral Support') that are not constructive or in any way helpful are not useful & is generally prohibited. If a situation arises where you believe a -/+ Support is appropriate, Ensure that you are listing clear & unbiased factors which entitles you to your opinion. -/+ Supporting for an invalid reason will result in your post being hidden. The following actions will result in an immediate suspension of your forum account: Posting personal identifying information of yourself or others Posting links to phishing, porn, or other unsavory sites Creating alternate forum accounts Usage of racial, homophobic, or other slurs Discussion of piracy, warez, or leaked content Publicizing or usage of cheating software, exploits, or hacks Soliciting, selling, begging, auctioning, or otherwise advertising outside communities, products, or services. A server manager may provide authorization to use to do so on a case by case basis. Signature Guidelines: Signature may not include inappropriate content. Signatures may not utilize text greater than size 36 font, nor extremely bright colors. Signatures may not contain pictures or gifs. Graphic signature art is permitted. Server Managers may edit signatures not complying with these guidelines, or that they judge to be inappropriate at any time. If you observe a forum rule violation: Should you observe a fellow forum member breaking these rules please report the post by clicking the Report Post button located to the left of every post. This will flag the report for review by the Forum Diplomat team, who will review the post for any rule violations. Important Links List of Official Gaminglight Discords Official Gaminglight TeamSpeak Server Gaminglight Staff Handbook Community Introduction Area Common Tutorial Section
    5 points
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