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Everything posted by MelonDisrupt
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Investigating.
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patched Constant error: Corrupt Game Files
MelonDisrupt replied to Witchy's topic in Old Bug Reports
Patched. Thanks @FatCatTuxedo -
patched Constant error: Corrupt Game Files
MelonDisrupt replied to Witchy's topic in Old Bug Reports
Investigating. -
Resolved.
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Assigned to @FatCatTuxedo Being resolved, will be published in a near future update.
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@FatCatTuxedo is assigned & working on the above.
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Added, now live & in game. L&A.
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ADDITION: Drama Rule: Any person who is found to be creating drama between our community and any other community, feeding information into them, feeding intelligence into another community, scopes of our support, information we may deem 'sensitive' will be banned from our community, indefinitely. This rule extends to anyone who actively comes into our community bringing drama from another community into our community. For example: You have an outstanding forum report or report on another server, you come here and continue that drama on our server. The punishment for this extension is usually a 60 minute admin jail, however in extreme circumstances can extend to a 7 day ban, maximum. Repeat offenders can be permanently banned.
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Being able to access containers while in another container
MelonDisrupt replied to Hellishape21's topic in Suggestions
Approved. -
Patch Notes - 3rd May to 16th May 2026 Two solid weeks of work from the dev team. Big refactor under the hood, a new drug economy on top, and a long list of fixes scattered through almost every system. Credits per section below. Core engine + tooling Developer: @java TypeORM migration. Around 140 manager files moved off raw SQL onto TypeORM repositories and the query builder. One AppDataSource, automatic snake_case mapping, migrations table now owns schema changes. Command system rewrite. All new commands use defineCommand in systems/<domain>/commands/<name>.ts, registered via static readonly commands on the manager class. Typed args, guards, cooldowns, automatic usage hints, dev-mode-only gating. Vue overlay framework. Vue 3 + Tailwind v4 overlay replaces the old per-feature CEF browsers. Centralised CursorManager with key-based refcount swept across 145 files. Strict ipc layer with six directional event enums to keep server, client, and overlay talking through typed strings. Chat moved fully to Vue with 1:1 visual parity to the legacy chat plus FontAwesome Pro 6.4 icons and scoped SCSS. Server-side boot initialisation now waits for every system to be ready before processing events. Boot-time DDL stripped from manager initialisers (DB and migrations own schema now). Dockerised the application with deployment configuration. Refactor moved event handlers out of index.ts into their owning managers; index.ts is now bootstrap-only. Drug system (new) Developer: @MelonDisrupt A full player-driven drug economy. No NPC dealers, no auto-spawn customers. Every gram is produced and sold by a real character. Cannabis lifecycle Plant a strain seed in a grow setup and harvest wet buds. /trimweed runs a leaf-snip minigame. /dryweed hangs trimmed buds on a drying rack. Ready in ~30 minutes, over-dried past 90. /curejar seals dried weed in a mason jar; 2 hours unlocks premium tier. /presskief sifts trim into kief; /presshash compresses it. /makebutter for cannabis butter, /bakeedible for brownies. Quality propagates through every stage. Bad inputs cap the ceiling. Lab pipelines Eight commands: /cookcocaine /cookmeth /cookheroin /cookmdma /cooklsd /cookfentanyl /cookdmt /cookcrack. Data-driven engine walks per-drug recipes from the catalog. Each stage runs a minigame and produces an intermediate item. Run the same command repeatedly to advance through stages. 11 new precursor + intermediate items (cocaine_base, heroin_base, ergotamine, lsd_liquid, lsd_blotter, fentanyl_raw, fentanyl_packaged, mimosa_bark, dmt_extract, dmt_crude, dmt_crystal). Mushrooms /sterilizejar pressure-cooks a grain jar. /inoculate injects a spore syringe. /checkcake promotes the substrate after a 1-hour colonisation. /mistcake keeps humidity up; debounced 5 minutes. /harvestflush pulls a flush every 3 hours, up to 3 per cake. /drymushrooms is a passive 30-minute dry. Davis Head Shop Old Hydroponics shop renamed and rebuilt as a Vue panel. Two tabs: Cultivation Supplies (seeds, grow gear, drying racks, cure jars, scales, baggies) and Head Shop (mushroom kit, reagent kits, fentanyl test strips). Legal notice banner on the Head Shop tab. Walk up to the marker and press E. Addiction, withdrawal, overdose Every dose stamps the drug_addictions row: tolerance up, total uses up, lastUse refreshed. Withdrawal severity climbs the longer you go without a dose. Visual timecycle + HP regen tax. Overdose math: effective dose against lethalDoseBaseline × (1 + tolerance / 50). Triggers the existing INJURED bleed-out state. /naloxone <id> revives opioid OD victims within 5 minutes. 3m proximity gate. /detox at Pillbox Hill Medical Center clears every addiction record for $1,500. Weighing, bagging, cutting, selling /weigh reads exact grams and quality off a bag. Needs a digital scale. /bag splits a parent bag into a smaller baggie (small / medium / large = 1g / 7g / 28g). /testdrug burns a Marquis kit, Mecke kit, or fentanyl strip. Reveals quality and adulterants. /cut mixes a cutting agent into a drug bag, bumps weight without quality. /sell <player> <drug> <grams> <price> hand-to-hand sale, 3m proximity, atomic cash transfer. /relationships shows your last 20 trade partners. Private to you. New drug_p2p_sales table backs the reputation log. Vehicles + ELS + animations Developer: @FatCatTuxedo New ELS system (client + server). Replaces the old one. Vehicle engine sync and light sync re-coded. Vehicle doors sync migrated to the new class. Engine behaviour fixed on entry and exit. New animation system, including /crun in dev mode. Anim class converted to the new coding standards. Server permission fix for /setfaction and /setrank. Phone rebuild Developer: @MelonDisrupt Halo OS-style redesign in two phases. Every app wired through to the new shell. Hand-attached phone prop while in use. Tuned position, rotation, and bone attachment. Holding-phone pose triggers when open. F3 keeps the phone open instead of cancelling. Clock locked to UK time (Europe/London). Rebound default hotkey to M. Optional Windows desktop notifications for /pm and messenger DMs when the GTA window is alt-tabbed. Toggle in /settings → Chat → Accessibility. Property Developer: @MelonDisrupt /propertyadmin redesigned to match /amotd visual language. Streaming payload for large lists, instant re-render after every mutation. Interior picker per row (filtered by tier and search). Re-list button on owned rows with optional refund to the previous owner. Duplicate address rejection on create. Soft-delete with 30-day restore in trash tab. On-duty admins can lock or unlock any property via /aduty. Property creator UI rebuilt as a makeup-style tabbed panel with 29 new interior shells and typed natives. Entry/exit prompts now use the shared bottom prompt-hud. Lock + entry bug fixed after stale-cache scenarios. Combat, death, EMS Developer: @MelonDisrupt New three-state injury flow: INJURED → DEAD with bleed-out timer. GTA death cam skipped on player death. Custom edge vignette replaces the oppressive death FX stack. Timecycle cleared on revive; re-shot injured players execute properly. Live damage chat ping on every weapon hit, with attacker, weapon, damage taken, and remaining HP. /damages command lists your last 25 hits. Per-weapon damage multipliers calibrated against 100 HP: pistols ~1.6x, rifles ~2.0x, snipers 4x, shotguns ~2.5x, knives 1.4x. Gunshot audio pings within 50m, flushed every 4s. Down state hardened: corpses can no longer walk through their own ragdoll by holding W. /tackle command (closest player or /tackle <id>) and E-key sprint tackle when running. Both players ragdoll, attacker plays the takedown anim. /blindfold toggleable IC blindfold with fullscreen black render. Weapon draw protected against firing or fast-swapping mid-animation. Tab cycle plays an /ame so bystanders see the draw or holster. Chat Developers: @java & @MelonDisrupt Default font bigger, full opacity, shadows restored for readability. Reliable scroll-to-bottom; MESSAGE_LIMIT bumped to 2000. Vue overlay defaults to top-left and suppresses Tab focus cycling. Rich disconnect cards with FontAwesome icons per reason (left / kicked / banned / timeout). Admin staff feed: connect, login, disconnect, duty toggle broadcasts. /anotify toggles per-admin. Welcome card improved with server time + recording-notice band. Player IDs shown on chat lines, prefixed with the stable playerIdNumber (matches /admins and /id). Per-type colour overrides in /settings → Chat → Message Colours (IC speech, action, OOC, whisper). Native colour picker swapped for in-page palette + hex popover (CEF doesn't render the native one). Action chat (/me /amy /melow /melonger /do) detected and tagged for no-shadow purple rendering. IC speech (says / shouts / whispers / phone) detected client-side: pure white, semi-bold, full opacity even when the chatOpacity slider dims everything. /b OOC lines get a thin 1px text outline so the slate-grey reads cleanly. ASCII emoticons render as unicode emoji on display (<3, :), :(, ;D, etc.). Only OOC, PM, and system lines get the swap; IC stays literal. /pm visual polish with direction arrows (← incoming, → outgoing) and brighter name/id colours. /w <id> <message> directed 3m whisper with /ame for bystanders. Suggestions popup floats above the input instead of pushing it down. Chat hint and built-in chat hide reliably at init. Settings sync wired: fade toggle, text outline, high-contrast, reduce motion, dyslexia-friendly, emoticons toggle, timestamps. Accessibility section added to /settings Chat tab. Settings + accessibility Developer: @MelonDisrupt 4K / 5K / 6K / 8K-friendly scale ranges. Bumped slider max for chat font, HUD scale, nametag size, /ame text size, UI scale, notification scale, phone scale. Display Preset dropdown in /settings → General: Auto-detect, 1080p, 1440p, 4K, 5K, 6K, 8K, Custom. Bulk-applies tuned values. UI Sounds toggle in /settings → Chat → Accessibility. Show My Own Nametag toggle (default on). Show Player IDs toggle (default on). Chat Text Outline toggle (default on). Hair, wardrobe, tattoos Developer: @MelonDisrupt Hair slots cap raised from 10 to 60 saved styles per character. Wardrobe panel becomes scrollable with an "X / 60" header. /hair <slot> applies a saved style anywhere in the world. /hair list enumerates them. /hairstyle temporary restyling without touching the saved appearance. 12 presets. State in-memory, reverts on relog. /hairtattoo scalp overlays sold at the barber. Star, crossed lines, lightning bolt, tribal, skull detail, and 7 more. Priced $150 to $250. Hair colour palette now queried from the engine directly, so wardrobe swatches match what gets rendered. Freemode undershirt baseline re-applied after any hair-component write, so the default bra/sports-top stops bleeding through on female peds. First-outfit setup on character creation: wardrobe opens in a one-shot free creation mode with 30-second dwell timer. first_outfit_done flag stops second freebies. /shirt and /undershirt sync torso arms to the bare-arms variant when both upper layers are off. Tattoos use typed natives, re-apply after component changes, propagate to remote peds. Survives /nude, outfit loads, and wardrobe changes. /nude gated to private dimensions only (not main world). Wardrobe: hiddenZones cleared on outfit purchase or load so saved hats stop disappearing. Custom CEF dialogs replace native window.prompt / confirm / alert across propertyadmin, motd, wardrobe, faction management (CEF doesn't render natives — they froze the panels). Admin tools Developer: @MelonDisrupt /giveweapon ported to a Vue overlay panel with weapon, ammo, attachment, and audit tabs. /factionmanagement rebuilt to match /propertyadmin style. Sidebar faction list, Details / Ranks / Members tabs, inline modals for confirm and prompt flows, snapshot push after every mutation. Inline rank-picker modal replaces per-row dropdowns. Same picker drives Add Member. Permission gate: faction_management department flag OR admin level 4+. /forcereconnect <id|name> [reason] for admin level 1+. Drops with a chat line, kicks 1.5s later. /givemoney now allowed for admin 5+ OR the economy_manager department. Each give writes a price_audit_log row. /spectate camera fixed (was spinning due to two render handlers fighting for the same cam). Spectator / vanish actually hides the local ped now (the previous flag was setting an unrelated config flag). /amotd login MOTDs with BBCode and per-character ack. /aduty defence-in-depth gate and audit log for admin teleports. Rate-limited. /getup heal exempted from the cooldown bypass it was failing. Pets Developer: @MelonDisrupt Pet panel rewritten to /settings-style sidebar with Overview, Tricks, Wardrobe, and Stats tabs. /pets opens the panel. New columns: hunger, happiness, health, energy, xp, level, bond, personality, rarity, collar, walks, tricks, favorite. 5-minute global SQL decay tick runs against offline pets too. pet:action router handles feed, play, pat, walk, train, spawn, despawn with stat deltas and /me chat. Pet shop rebuilt with rarity, personality, descriptions, inline adopt card, owned-pets tab. Follow loop re-issues taskFollowToOffsetOf when the pet falls more than 2m behind. 4 Hz tick, walk/jog/sprint by distance. Auto-/me from pets broadcasts as the pet ("* Max wags its tail") instead of through the owner. Pets switched to typed Ped instance methods so they actually follow (the old globals didn't exist in the type defs). Trading cards Developer: @MelonDisrupt First Year (2026) Pack with 400 cards and holographic UI. Full design-pack visuals: frame, art-bg, gloss, holo, shimmer, mouse tilt, legendary burst, wax-seal pack. 10h playtime gate dropped on cash purchases. First pack auto-opens on purchase. Inactive series hidden in the store. /collection panel with sort and cash-only export. Bag double-counting fixed (exported cards filtered out of the collection grid). Card export refuses on inventory full and only flips is_exported=1 if addItem succeeded. Using a trading_card from inventory now redeems it back into the collection. First-press E drop on the card store fixed (was throttled to 500ms). Reports Developer: @MelonDisrupt /reports rebuilt as a settings-style threaded panel. Quick /report <msg> and /areply commands. Chat banners and off-duty flood pings. Refresh open admin panels on new submission. Off-duty admins included. Inline resolve modal, chat-delivery feedback, arg coercion fixed. Smoking, props, ambience Developer: @MelonDisrupt Smoking system: looping animation, hand-attached cigarette, visible smoke, toggle-off. 247store UI made bigger with a smoking section, multi-use packs, more snacks. Radio muffling logic dropped the isWindowIntact gate (false-positive on coupes). 3D audio is unmuffled when any window is down or broken. /domelight and /vwindow toggles, synced via vehicle vars and broadcast through player.call. Trash cleanup expanded from ~20 to ~80 binbag / cardboard / pizza box / cup / bottle / cigarette pack / tyre pile / litter models. Scan radius bumped 80 → 120m. Per-tick per-hash cap raised. /cleantrash for on-demand admin sweep. Spraytag occlusion raycast, scale cap, lazy redraw, typed natives. Speed limiter caps by blocking the accelerator instead of forcing speed. Shipping + jobs Developer: @MelonDisrupt Shipping manual box loading and unloading, better blips, HUD. /jobs settings-style hub with Trucking + Bus Driver tabs (active job, lifetime stats, recent history) backed by JobsHubManager. Website, docs, infrastructure Developer: @MelonDisrupt New /docs section with Notion-style sidebar and .md content. 9 starter pages + 5 added (glossary, ATMs detail, joining a faction, inventory & items, death / injuries / EMS). Docs visual overhaul: hero card per page, index card-grid with category icons, sidebar icons + scroll-spy TOC, callout post-processor (NOTE / TIP / IMPORTANT / WARNING / CAUTION). Homepage pulls real stats from /api/public/stats. Download points to the correct game server. Developer forum decommissioned. Tip text points to forum.roleplayproject.net. News page removed from website nav; legacy WelcomeFest music emitter deleted. UCP login API base fixed; register page removed (in-game only). Legacy UCP HTML scanned into the CSS bundle. Security audit Developer: @MelonDisrupt Critical + high + medium severity fixes from the audit pass: /kick and /admins authorization corrected. propertyadmin SQL injection vector closed with a whitelist. Metrics endpoint locked down to 127.0.0.1 with env token, SQL action dropped. 9 secrets hoisted to .env (Revolut, Intercom, 6 Discord webhooks, metrics token). CayoPerico TOCTOU debit closed. Vehicle health monotonic guard. Admin teleport rate-limit and audit log. EnergyManager IN clause parameterised. /aduty defence-in-depth gate. Registration verification fixed (was "Data too long for column code" — verifyCode wrote a 48-char token into a VARCHAR(6) column). Smaller fixes worth knowing Developer: @MelonDisrupt /pay and /pm now resolve player IDs by displayed playerIdNumber instead of RAGEMP's runtime slot. /factionmanagement invite same fix. Gym prop spam crash fixed (was minting a new prop entity 60×/sec when attach silently threw). Indicator off-state stuck bug fixed. /vol 0 no longer falls back to 50%. /vehicles spawn race-double fixed. Cards: first-press E drop fixed by recomputing distance on demand. Carlot uses live /economy prices instead of frozen catalogue. Spawn: ped tasks cleared and level rotation set server-side. Registration code timestamp uses DB-side NOW() / DATE_ADD so codes don't appear pre-expired across timezones. Pollable browser init helper replaces single-shot setTimeout in 18 init sites. Eliminates blank UIs on slow CEF loads. 11 "Press X to do Y" prompts converted from scaledText to the shared bottom prompt-hud. 142 raw mp.game.invoke 0xHASH calls converted to typed natives across the client. Plus 91 in rounds 2 and 3, plus 38 more in round 4. Trading-card export refuses on full inventory and only marks exported on success. /cleantrash for on-demand admin sweep. Phone clock locked to UK time. Server perms Developer: @FatCatTuxedo Permission fix for /setfaction and /setrank. Two follow-up perm passes.
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Drug system overhaul is live Spent the last few days rebuilding the drug system from the ground up. It's a lot, so I'll keep this skim-friendly. Short version: if you want to deal, you grow it, cook it, weigh it, bag it, and sell it to actual players. No more NPC dealers, no auto spawn customers. The whole loop runs on real characters. Cannabis got the full treatment Plant a strain seed in a grow setup, water it, harvest wet buds, then you actually have to do something with them. /trimweed runs a little minigame where you snip leaves off the bud. /dryweed hangs it on a drying rack for about 30 minutes (don't leave it longer than 90 or quality drops a tier). /curejar seals it for two hours and unlocks the premium tier if you wait it out. You can also /presskief to sift trichomes, /presshash to compress those into hash, /makebutter for cannabis butter, and /bakeedible for brownies. Quality propagates the whole way through. A weak plant trimmed perfectly still caps at medium. A premium plant rushed through cure won't hit premium. Eight lab drugs Cocaine, meth, heroin, MDMA, LSD, fentanyl, DMT, and crack. Every one is a multistage recipe with real precursors. You source them, you cook them in order, and each stage runs a minigame. The engine looks at your inventory and figures out which stage you can run next, so you just type /cookcocaine (or /cookmeth, /cookheroin, etc.) and it picks up where you left off. Quality flows through stages the same way it does for weed. Mushrooms Whole separate flow. Buy a grain jar and a spore syringe at the Davis Head Shop (more on that in a sec). /sterilizejar pressure cooks it, /inoculate injects the spores, then it colonises for about an hour before /checkcake turns it into a fruiting cake. After that you /mistcake to keep the humidity up (every five minutes counts, more often doesn't help) and /harvestflush to pull mushrooms. You get up to three flushes per cake. /drymushrooms takes about thirty minutes per batch and that's your final product. Davis Head Shop The old Hydroponics shop got a rebuild. New name, new UI, two tabs. Cultivation Supplies has all the grow gear (seeds across 105 cannabis strains, grow setups, lighting, nutrients, the new drying racks and cure jars) plus the new digital scale and baggies. The Head Shop tab carries the mushroom kit (grain jars, spore syringes) and the harm reduction stuff (Marquis kit, Mecke kit, fentanyl test strips). There's a legal notice at the top of the Head Shop tab. Spore syringes are sold for microscopy. What you do with them is on you. Walk up to the marker and press E. Weighing, bagging, cutting, selling Drug bags now carry exact grams. /weigh tells you what's in a bag (need a digital scale on you). /bag splits a parent bag into a smaller baggie with the exact amount you specify, so you can portion off a 3.5g eighth from your big stash. Quality and any cuts carry over to the smaller bag. /cut lets you mix something into a drug bag to bulk it up. Bumps the gram weight, doesn't add quality, and leaves a paper trail in the bag's metadata. /sell does hand to hand sales. You need to be within 3 metres of the buyer. Pass it the player ID, drug, grams, and price. Cash moves, drug moves, both of you get a row in /relationships which shows your last 20 trade partners. Nobody else can see your relationships list. It's just for you. Test kits actually matter now If you /cut your heroin with fentanyl and sell it to someone, and they don't /testdrug it first, they're rolling the dice. Marquis and Mecke kits flag any unexpected adulterants in your bag and tell you the quality. Fentanyl test strips do one thing only, but they do it well: positive or negative, take it or don't. This is also why the head shop sells these openly. Same reason real ones do. Addiction, withdrawal, overdose Every time you use a drug, your tolerance to it goes up and your last use time gets stamped. Go too long without a dose and you start feeling it. Mild withdrawal looks like a faint screen tint, severe withdrawal taxes your HP regen until you score or detox. The visual is per drug. Opioid withdrawal feels different from stimulant withdrawal. Overdose is real. The math compares your dose to your tolerance and a per drug lethal baseline. New users overdose easy. Long term users have to take more to hit the threshold, which is why heroin and fentanyl ODs are usually old hands who got an unexpectedly pure batch. When it triggers, you go down into the injured state and start bleeding out. You have five minutes. Naloxone New item. Anyone can carry it. If you're standing next to someone who just OD'd on heroin or fentanyl, /naloxone and you can pull them back. Only works on opioids, only within the five minute window. Get it from medics or pretty much anyone who's been smart enough to stock up. Detox Cleaned up for $1,500 at Pillbox Hill Medical Center. /detox there wipes every addiction record you have. Withdrawal stops on the spot. Worth it if you've been hitting heroin hard and want a fresh start. A few honest notes A lot of the minigames are running through a shared click target visual for now while I build the per drug panels. The mechanics are real (your score affects quality, timing affects yield), just the visuals are placeholder. They'll get prettier soon. Naloxone doesn't have a vendor yet. If you want some, ask a medic or wait for the pharmacy add I'm planning. That's the whole loop. Grow it, process it, weigh it, bag it, optionally cut it, sell it, log it. Players move every gram. Have fun.
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[REFUND REQUEST] Assets from GTA;W
MelonDisrupt replied to nocturnasdarkness's topic in Refund Requests
Cash issued. Guns issued. Ammo issued. No drugs issued, awaiting drug update today. -
patched Dying cuts sceen to black/Dying remains (severely injured)
MelonDisrupt replied to Oheus's topic in Old Bug Reports
Patched. Uploaded in new version. -
Patched. Live.
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patched Dying cuts sceen to black/Dying remains (severely injured)
MelonDisrupt replied to Oheus's topic in Old Bug Reports
Aware. Forwarded. -
Welcome!
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Adjustments made, 18+ members only. Previous requirement was 16> - however, we've raised this to an 18+ only community. If we suspect this isn't the case, your account will be suspended until we can validate your age using an identification partner.
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These rules apply to all members of the Roleplay Project Discord server. Violations may result in mutes, kicks, or bans from both Discord and the game server. 1. Respect All Members Treat everyone with respect. No harassment, bullying, discrimination, hate speech, racism, sexism, homophobia, or personal attacks. Disagreements are fine — toxicity is not. 2. No Metagaming via Discord Do not share in-character information through Discord. This includes locations, plans, faction operations, drug lab locations, or any IC knowledge. Discord is an OOC platform. Violating this is metagaming and will be punished in-game as well. 3. Use Channels Correctly Post content in the appropriate channels. Keep general chat clean and on-topic. Do not spam, flood, or post repetitive messages. Use the correct support channels for help requests and reports. 4. No NSFW Content Do not post any NSFW, pornographic, or sexually explicit content anywhere in the Discord. This includes images, videos, links, GIFs, and text. No exceptions. 5. No Advertising or Self-Promotion Do not advertise other servers, communities, products, services, or personal content (streams, YouTube, etc.) without explicit permission from staff. 6. No Doxxing or Sharing Personal Information Never share another person's personal information (real name, address, phone number, social media, photos, etc.) without their explicit consent. This results in an immediate permanent ban from both Discord and the server. 7. English Only All communication in the Discord must be in English. This ensures everyone can understand and participate in conversations. 8. No Impersonation Do not impersonate staff members, other players, or any public figures. Do not use misleading nicknames or profile pictures designed to impersonate others. 9. Report Issues Properly Use the designated report and support channels to report rule breakers, bugs, or issues. Do not publicly call out players in general chat - handle it through the proper channels. Staff will review all reports. 10. Staff Decisions Are Final Respect staff decisions. If you disagree with a moderation action, use the appeals process. Do not argue with staff publicly in Discord channels. Continued disruption after a decision has been made will result in further action. 11. Alt Accounts Using alternative Discord accounts to bypass bans, mutes, or restrictions is prohibited. All alt accounts will be banned and the original ban extended. 12. Voice Channel Conduct In voice channels: no mic spamming, soundboards, music bots in active conversations, or excessive background noise. Be considerate of others. Do not record voice conversations without consent from all participants.
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Section 1 - Player Eligibility G1.1 - Minimum Player Age: 18 Years [PERM BAN] All players must be at least 18 years of age to play on this server. This is strict and non-negotiable. If you are found to be under 16 through any means (voice chat, admission, evidence), you will be permanently banned immediately. Lying about your age will still result in a permanent ban if caught later. G1.2 - Minimum Character Age: 18 Years [PERM BAN] Every character must be 18 years old or older. You cannot roleplay as a minor under any circumstances, including backstory, flashbacks, or references. Section 2 - Account Conduct G2.1 - Cheating, Hacking & Third-Party Mods [PERM BAN] Using any software, tool, or modification that gives you an unfair advantage is permanently banned. This includes mod menus, aimbots, speed hacks, teleport scripts, wallhacks, and texture packs that remove walls. No appeal on first offence. G2.2 - One Account Per Player [PERM BAN] Only one account per player. Creating alt accounts for any reason — bypassing bans, transferring money, gaining advantages, or starting fresh — is not allowed. Both accounts will be banned. G2.3 - Realistic Character Names [ADMIN JAIL] Character names must be realistic. No celebrity names, fictional characters, memes, or offensive names. Good: Marcus Williams, Sarah Chen, Diego Ramirez Bad: John Wick, Deez Nuts, Walter White, XxSniperxX G2.4 - Bug Exploitation & Glitch Abuse [PERM BAN] If you find a bug, report it to staff. Do not abuse it for gain. Using bugs to duplicate money, items, or vehicles is bannable. "I didn't know it was a bug" is not an excuse. G2.5 - Respect & Harassment Policy [BAN] Treat other players with respect. OOC harassment, racism, sexism, homophobia, doxxing, or real-life threats are strictly prohibited. Your character can be rude in-character, but you cannot target other players. This applies to Discord, voice chat, /b chat, and all associated platforms. G2.6 - No Advertising [BAN] Do not advertise other GTA servers, communities, or services. This includes server names, IPs, Discord links, or recruiting for another server. G2.7 - Drama Rule [ADMIN JAIL] Any person who is found to be creating drama between our community and any other community, feeding information into them, feeding intelligence into another community, scopes of our support, information we may deem 'sensitive' will be banned from our community, indefinitely. This rule extends to anyone who actively comes into our community bringing drama from another community into our community. For example: You have an outstanding forum report or report on another server, you come here and continue that drama on our server. The punishment for this extension is usually a 60 minute admin jail, however in extreme circumstances can extend to a 7 day ban, maximum. Repeat offenders can be permanently banned. Section 3 - Roleplay Standards R3.1 - Remain In Character At All Times [WARNING] When in the game world, you are your character. Use /b or (( brackets )) for OOC chat. Don't talk about game mechanics, real life, or other players while in-character. Bad: "Lol this game is so buggy" in normal chat Good: /b Hey, I need to go AFK for 2 minutes R3.2 - Realistic Roleplay Behaviour [ADMIN JAIL] Your character must behave like a real person. No superhuman feats, no ignoring common sense, no acting purely to "win." Bad: Running into a police station alone with a gun demanding prisoner release Good: Calling for backup before confronting police R3.3 - Roleplay Injuries & Conditions [ADMIN JAIL] If your character is injured, sick, or has a condition, roleplay it. Getting shot means pain. Breaking a leg means no sprinting. Being drunk means stumbling. The health system applies conditions — you must roleplay them. R3.4 - Powergaming Prohibited [1-3 DAY BAN] Powergaming means forcing an action on another player without giving them a chance to respond. Use /me to describe what you attempt and /do to ask about outcomes. Bad: /me grabs John and throws him to the ground, knocking him unconscious Good: /me attempts to grab John by the collar and pull him down R3.5 - New Life Rule (NLR) [BAN] If your character dies (PK), they forget everything leading to their death. You cannot remember who killed you, return to the area, or seek revenge. A Character Kill (CK) is permanent — the character can never be played again. Section 4 - Metagaming (ZERO TOLERANCE) R4.1 - Metagaming: Use of OOC Information [3-DAY BAN MINIMUM] Metagaming is one of the most severely punished offences. It means using information your character does not and could not know. If you didn't learn it through in-game roleplay, your character doesn't know it. This includes: Reading nametags to identify someone you haven't met Using Discord or voice chat to share IC locations/plans Watching a streamer and using their position Knowing someone's name without being told in-game Using info from a different character on your alt R4.2 - Metagaming Punishment Escalation [UP TO PERM] 1st Offence: Minimum 3-day ban. No exceptions. 2nd Offence: 14-day ban. 3rd Offence: Permanent ban. No appeal. Stream Sniping: Permanent ban on first offence. If you are caught watching someone's stream and acting on it, you are gone instantly. Section 5 - Combat Rules C5.1 - Random Deathmatch (RDM) [1-3 DAY BAN] You must have a valid IC reason to attack or kill someone. No random violence. Bad: Shooting someone because you were bored, punching random people for fun Good: A heated IC argument that escalated, defending yourself from a threat C5.2 - Vehicle Deathmatch (VDM) [1-3 DAY BAN] Do not use your vehicle as a weapon. Intentionally running people over is VDM. Your car is for driving, not killing. C5.3 - Roleplay Before Combat [ADMIN JAIL] Before any violent encounter, there must be roleplay — a verbal confrontation, a demand, a threat. You cannot silently draw and shoot. Correct escalation: Verbal argument > /me draws weapon > Give them a chance to comply > Escalate only if they don't C5.4 - Fear Roleplay (FearRP) [ADMIN JAIL] Value your character's life. If someone has a gun aimed at you at close range and you're unarmed, you comply. A real person wouldn't quickdraw against a shotgun in their face. C5.5 - Combat Logging [BAN] Disconnecting during active roleplay to avoid consequences is combat logging. If you genuinely crash, reconnect immediately and contact staff to continue the scenario. Section 6 - Crime & Robberies C6.1 - Robbery Requirements [ADMIN JAIL] Robberies require at least 2 people. Roleplay it properly — demands, time to comply. Maximum $500 cash per robbery. You can also take visible held items. Don't strip someone of everything. C6.2 - Scamming Limits [WARNING] IC scamming is allowed up to $10,000 in value. Anything above requires admin approval. OOC scamming is never allowed and results in a ban. C6.3 - Revenge Killing [BAN] If you were PK'd, your character has no memory of the event. Going after the person who killed you using any information is metagaming + RDM. Both are bannable. Section 7 - Vehicle Rules V7.1 - Realistic Driving [WARNING] Drive like your car cost you money. No 200mph city cruising, no ramp jumping, no battering rams. Use common sense. Bad: 150mph down Vinewood Boulevard in a sedan for no reason Good: Driving within reason for the situation V7.2 - Vehicle Capability Limits [WARNING] Vehicles can only do what they realistically could. SUVs/trucks go off-road. Sports cars stay on roads. Motorcycles fit through alleys but crash easily. Don't drive a supercar through a river. V7.3 - No Despawning During Active RP [ADMIN JAIL] Do not store your vehicle through game mechanics during active roleplay. If police are chasing you, you cannot park in a garage to despawn it. That's vehicle combat logging. V7.4 - Emergency Vehicles Restricted [ADMIN JAIL] Police cars, ambulances, and fire trucks are for on-duty faction members only. Do not steal emergency vehicles unless it's part of legitimate criminal RP with proper buildup. Section 8 - Faction Rules F8.1 - Chain of Command [WARNING] Official factions have ranks and a chain of command. Follow orders from superiors and roleplay your rank appropriately. A new recruit doesn't act like the chief of police. F8.2 - No Cop Baiting [ADMIN JAIL] Intentionally provoking law enforcement to start a chase or shootout is trolling, not roleplay. No burnouts at the station, no honking at cops and speeding off, no committing crimes solely for police response. F8.3 - Criminal Orgs Must Have Story [WARNING] Gangs must develop naturally through RP. You can't create a gang on day one and start shooting. Build relationships, establish territory through RP. Quality over quantity. F8.4 - Corruption RP Requires Admin Approval [BAN] Want to play a dirty cop or corrupt paramedic? You must get admin approval first. No going rogue within a legal faction without permission. F8.5 - Faction Leadership Quality [WARNING] Faction leaders are responsible for their members' RP quality. Factions consistently producing poor roleplay may have leadership replaced by server management. Section 9 - Wealth & Asset Roleplay A9.1 - Roleplay Your Wealth Tier [ADMIN JAIL] Your character's lifestyle, clothing, vehicles, and behaviour must match their financial situation. A "poor" character shouldn't wear designer clothes and drive a Lamborghini. Build wealth through roleplay - get a job, run a business, work your way up. A9.2 - No Cross-Character Asset Transfer [BAN] You cannot transfer money, vehicles, items, or properties between your own characters. Each character's wealth is independent. Using a friend as a middleman is the same violation. A9.3 - Realistic Asset Acquisition [ADMIN JAIL] Everything your character owns must make sense with their story. If an admin asks how your gas station attendant owns three sports cars and you can't explain it through RP, assets may be removed. A9.4 - Property & Business Roleplay [WARNING] If you own a property or business, use it and roleplay with it. Properties and businesses that go unused for extended periods may be reclaimed by administration. A9.5 - No Unrealistic Money Farming [BAN] Grinding jobs mechanically without roleplay (robot farming) is not allowed. You can work jobs, but you should be roleplaying while doing it. Running deliveries in silence with zero interaction for hours isn't roleplay. Section 10 - Mature & Erotic Content E10.1 - Age Requirements for ERP: 18+ [PERM BAN] All players involved in any erotic roleplay must be 18+ in real life, and all characters must be 18+. This extends to appearance and assets: any character who looks underage, and any character model or skin depicting a minor, is prohibited in sexual content regardless of a claimed age. "They're 18 in their backstory" is not a defence. Zero tolerance for any sexual content involving minors or minor-presenting characters. Instant permanent ban. E10.2 - ERP Must Be Private [WARNING] ERP is permitted only in fully private, non-public locations — a locked residence, a private interior, or an instanced property where no other player can see or enter the scene. ERP in any public or semi-public area is prohibited, even if the area appears empty at the time. If you cannot guarantee privacy, do not begin. Repeat or deliberate offences escalate per the standard punishment guidelines. E10.3 - Mandatory OOC Consent [BAN] All ERP must be consensual out of character. Before anything begins, use /b to confirm every participant is an adult and comfortable. Consent can be withdrawn at any time, for any reason, without explanation — "stop" ends the scene instantly. Continuing after a decline or withdrawal is harassment and will be treated as such. E10.4 - No Streaming or Recording [BAN] ERP may not be streamed, recorded, clipped, or shared in any form on any platform. Capturing or distributing another player's ERP without their explicit OOC permission is a serious breach. This protects player privacy and keeps the server clear of third-party platform violations. E10.5 - Rape & Sexual Assault Strictly Prohibited [PERM BAN] Any form of rape or sexual assault roleplay is completely banned. No exceptions, no "but we both agreed out of character." It does not exist on this server. Instant permanent ban. E10.6 - Prohibited Extreme Content [PERM BAN] The following is permanently banned regardless of any claimed consent: any content involving minors, bestiality, necrophilia, and any comparable extreme sexual content. Instant permanent ban, no appeal. E10.7 - No Solicitation or Real-World Exchange [BAN] ERP is roleplay only. Offering, requesting, or exchanging ERP for real money, for currency tied to real payments, or for any out-of-game benefit is prohibited. Advertising "services" of this kind in any channel — in-game, Discord, or elsewhere — is not allowed. Section 11 - Administration & Enforcement A11.1 - Character Resets by Senior Management Senior Management reserves the right to partially or fully reset your character if you consistently roleplay incorrectly or break character story. Only Senior Management has this authority - no other admin level. A11.2 - Admin Instructions Must Be Followed [BAN] When an admin gives you an instruction, follow it. If you disagree, comply first, then appeal through Discord. Arguing with admins in-game or being disrespectful to staff results in additional punishment. A11.3 - Punishment Guidelines Verbal Warning - Minor first offences, honest mistakes Written Warning - Repeated minor offences after being told Admin Jail - Disruptive behaviour, ignoring admin instructions Temp Ban (1-14 days) - RDM, VDM, powergaming, metagaming, combat logging Permanent Ban - Hacking, repeated metagaming, underage players, extreme content, doxxing, real-life threats Punishments are guidelines - staff may adjust based on severity, context, and history. A11.4 - Appeals Process If punished unfairly, appeal through Discord. Be honest — lying in an appeal results in permanent denial. Permanent bans can be appealed after 30 days. A11.5 - Rules Subject to Change Rules may be updated at any time. When changed, you'll be asked to re-read and accept them. "I didn't know the rules changed" is not an excuse.