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proxy

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  1. Like
    proxy got a reaction from Noseian in Rhitey Chang   
    @WatuR
  2. Haha
    proxy reacted to Havoc in Rhitey Chang   
    You must be some crazy good staff member for mortimer to make a post about you
  3. Upvote
    proxy got a reaction from Havoc in Rhitey Chang   
    @WatuR
  4. Upvote
    proxy reacted to Rhitey in Rhitey Chang   
    @Mortimer Thanks a lot man, I dont really know what to say 
     
    I will try to stay on a lot later during the times when staff members are needed  
  5. Dumb
    proxy reacted to Noseian in Rhitey Chang   
    I can’t figure out if this is actually a genuine post or if it’s fake as @proxy & @Mortimer never come on 
    wow okay guys ?????
  6. Haha
    proxy got a reaction from EpicGamer in Rhitey Chang   
    @WatuR
  7. Haha
    proxy got a reaction from ChrisGolem in Rhitey Chang   
    @WatuR
  8. Haha
    proxy got a reaction from Mortimer in Rhitey Chang   
    @WatuR
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    proxy got a reaction from _RzVibration in Rhitey Chang   
    @WatuR
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    proxy got a reaction from Shax in Rhitey Chang   
    @WatuR
  11. Upvote
    proxy got a reaction from S1CK in Rhitey Chang   
    @WatuR
  12. Upvote
    proxy reacted to Courier in Rhitey Chang   
    He is a great member of team. Improving along the way. I believe he deserves an upcoming promotion. He deserves it!
  13. Upvote
    proxy got a reaction from 15inb in Rhitey Chang   
    @WatuR
  14. Haha
    proxy got a reaction from Courier in Rhitey Chang   
    @WatuR
  15. Upvote
    proxy got a reaction from Immersel in Rhitey Chang   
    @WatuR
  16. Upvote
    proxy reacted to Mortimer in Rhitey Chang   
    Although the guy is apparently a new staff member, he did a decent job at picking up the slack for the staff members that would pretend to be AFK, or just ignore to RP tonight. Even when I came to him with a complicated sit, he tried his best to deal with it and went out of his way to get further help when he couldn't. He has the right mindset for a good staff member, and is a very friendly guy. Would recommend 10/10.
  17. Upvote
    proxy got a reaction from Nutsack in Guide for an RPG proof base   
    The 2k14 Laptop on dresser setup
  18. Haha
    proxy got a reaction from Xappan in Basic Building Guide and Tips   
    2,315 words, 12,662 characters
    "Basic Guide"
  19. Upvote
    proxy reacted to Xappan in Basic Building Guide and Tips   
    From what I can see on the server many people do not know how to build a base. I've heard many reasons for it, such as "I don't know how to", "Precision is restricted", "All the props are blaclisted", "I'm a lazy idiot." Well I hope this guide will help with those. Except the 4th one, I can't cure lazyness sadly.
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    First of a little list on the steps of building a base and explanations (feel free to skip this if you want to get to the more technical stuff):
    Find the will to build a base Find a spot that you like Make sure said spot is free of anyone, or make it so Buy all the doors of the property Put up a "Building" sign Go in, lock the doors, and propblock every entrance (be those doors or windows) to your property Figure out what you want to build Try to figure out where you should put the fading doors and defenses Plan out what props you'll use Start building the entrance (the base without fading doors or defences) Finish building said entrance Make sure said entrance is okay by the server rules (optional) If the base is so build an outside part too Put fading doors in place Make sure said fading doors are okay by the server rules Put up defences Make sure bla bla bla Customize to your liking Put up keypads and make sure they work Go out and replace the "building" sign with a "KOS" sign Go inside the base, lock the doors, get through the fading doors, and that's it. You are the owner of a base Okay 20 steps for a single base might seem a bit like a lot more than you'd think, but most of these are usually only took a second or two to figure out. Lets go through them:
    Pretty obvious. The best bases are built when the builder is in a creative mood Also very obvious but really really important. A good place to build might not be the best defendable property on the whole map, but one you feel like you'd want to build a base in Obvious. You can't build with people inside can you now? If the doors are not owned own them and gently ask everyone to leave. Ask forcefully after Obvious Obvious but some things you should already know: A "Building" sign not only ensures noone will raid you (preferably) but also states that the property itself is out of RP for the time being. This means that there can't be any entities inside, you can't sell weapons inside, you can't heal people inside, you can't conduct business inside, you cannot mug inside, you cannot kidnap inside, etc. Now this is needed for the not-so-preferable occasion of someone raiding while you're building. If you have a "Building" sign up you CAN propblock the entrances to the base. Now this is the tricky part. Without inspiration some bases turn out quite mediocre and you'll feel like its weak or does not worth the effort of saving. Try to plan out what you'd like in your base. You want to shoot from above or below? You want to shoot from the sides or front/back? You want to use grenades? Do you want to use bulletproof or non-bulletproof fading doors? A lot to consider before even starting Now where to put the fading doors is a cardinal problem. Fading doors usually dictate where the defences go, but also where the defences are dictate where the fading doors go. But the main thing is there can be 3 fading doors in the entrance that are actual doors but you'll have to figure out where to put 'em by yourself. Obvious. Mostly I recommend the phx props (the white props of 2x2, 2x3, ...., 8x8 plates) Now this means that you should put up the walls of the base inside + the roof (if needed) so you get a rough idea how it'll look. No fading doors yet so you can walk around and inspect it from both defender and attacker POV. Yes Check MOTD. Mainly what you want to look for here is that the entrance is wide enough that it can hold 2 players standing by eachother and in front of eachother. Also make sure no props are no-collided. Some bases, whether to make it RPG proof or because you want to use that part too, utilize the sidewalks that are connected to the property. You are ALLOWED to do so under the condition that the base does not exceed the sidewalk and as long as the base does not get in the way of RP (Does not block the road or such things) Obvious. You can make them no-collided while you're building so you don't have to fade them every time, just don't forget them no-collided. Obvious. Mostly this means that you have keypads on each side and that fading doors don't overlap eachother. This second one means that you shouldn't make 1 fading door out of like 2-3 props for a number of reasons. First is that you only have 6 fading doors as it stands now, so 3 is more than enough for entrance, you don't want to waste more. Secondly it is unfair against police and their battering ram, so if you get reported it'll just get complicated. Obvious. There are many kinds of defenses, but mostly it is either a barricade you can go behind and come out/peek out from behind, or a fading shooting window This is tricky a bit, I'll explain later This means material and colour. One important thing: Fading doors DO NOT HAVE TO BE TRANSPARENT as long as they are bulletproof. But with the same logic any prop that IS NOT BULLETPROOF MUST BE TRANSPARENT. This is a big and important difference Obvious Obvious. Take care when doing so yes ----------------------------------------------------------------------------------------------------------
    So what is tricky in making sure defences are by the rules? Simply there are quite a few rules that concern this. Let me tell some here and put up some examples:
    First if you make shooting fading windows count that you can only have 3 as you already used 3 of your fading doors on the entrance doors. These MUST be operated by buttons, but you can only spawn 4 buttons. You can't operate these with keypads due to the rule "The max fading doors linked to keypads/entrances per base is 3" which means the whole base can only have 3 fading doors that are used with keypads and that the entrance can only have a max of 3 fading doors. "The raider must be able to see you clearly and shoot back." - This is the rule that is the bane of many ideas and bases. This essentially why you got to make every non-bulletproof props transparent. This also means that you can't use such shooting holes that show you a part of the attacker (their legs for example) but they can't see you. "No one way shooting" pretty obvious, but this basically means that you can't make defenses where you see and shoot the attackers but they can't see you. "No glow/world glow" - means you can't use the world-/glow glitch. If you don't know what that is here is an example. (It will start the video at 3:59) "All props/buttons/keypads/cameras/etc must be easily visible." - obvious, but this means that you can't hide keypads and buttons. A keypad must always be next to the fading door it opens, and the same applies to buttons too. "You may not build with props that make it hard to see around or hurt your eyes." - this means that making a base that is hard to navigate because of the colour of it, or makes one's eyes hurt is not allowed. Such material, that makes it hard to navigate, is the rtcamera's pitch black, or the shiny material coloured black. This is not a problem if the base is obvious (e.g.: its a straight line and you can see through it) then you can use said material/colour as it does not make it hard to navigate. "Shooting windows must be atleast the size of FurnitureShelf001b." - self explanatory. "Ramp/stair/steps/headglitch defenses are not allowed." - now this is another interesting one. This does not mean that you can't use ramps or stairs in your base, simply means that you can't build in a way that they can be abused. In this example, it breaks the rules because it can be abused (you can just run up and shoot then run back down, essentially giving you a huge advantage) Same applies to stairs and steps. Headglitch is an entirely different thing. It means that a defence prop is so high that you can't be seen, or only the top of your head, but you can shoot from behind it due to how the game handles models and such. Here you have to note that your player model is hunched over when holding a larger gun, but you get no feeling of this in first person. When making defenses you should check by pressing f1 and going up to it with a weapon whether its too high or not. The good spot is around when your shoulders can be seen too, not only your head. Example of head glitch: Thirdperson     Firstperson     Correct ----------------------------------------------------------------------------------------------------------
    Lets go to the tools. Many person says they can't build because they can't use precision. The thing is you don't need it. Sure it helps, makes it a tad easier, but ultimately its ignorable. You only need two tools when it comes to it: Weld and Stacker.
    Weld: Weld is useful for its secondary function, which is called "Easy-weld". It basically lets you snap props together and rotate them afterwards and fixing them after afterwards. You can use this by pressing right mouse button with the weld tool on a prop, pressing it once again on the prop you want it to attach it to, and once more to stop rotating it. (Its usualy simpler to press 2 right clicks instantly). Notice some things: First of you can't easy-weld to world anymore (sadly) only to other props. Secondly the position of the prop you want to move impacts the outcome. If you want a prop to be 90° rotated after easy-welding it, rotate it 90° before easy-welding it. You'll get the hang of it after some tries no worries. Little warning: The tool unfreezes the props after welding them. Dunno why it does it, but freeze the props you easy-weld.
    Another tip: When you look at a prop you see a grid, and somewhere along the grid you see red "x"s. If you look at those and press and hold "e" it'll let you stay focues on that point, so you can easy-weld that point and snap it to a point you desire on the other prop by that point. This can immensely help especially with the phx props because they are built in a way that lets you easily snap props together.
    Stacker: This is the epithome of building tools. The stacker is a toold that lets you run rampant in placing whatever you want wherever (provided you're not on proplimit) Some things to consider before everything: Make sure you're stacking relative to the prop, and not to the world. Stacking relative to the prop makes it so that when you move the prop you can still stack the same way. Just figure out which part of the prop is "up" and "front" and you're good to go. Usually how the prop gets spawned is how you should view "up" and "front". 
    Now stacker lets you create a copy of a prop at the desired location. It has 6 sliders that interests us: 3 movement sliders for the 3 axi (x y and z) and 3 rotation sliders (I'll let you figure these out). All of these are on 0 by standard. If you put a stacked props with 0 on everything stacked relative to prop it'll be very neatly next to the prop with a small opening between the props. Putting the x slider to "-1" will make it airtight, removing the crack from between the props.
    The stacker literally lets you place any prop anywhere you want by copying it there. If you aim it at a prop you can even get a ghost of said prop and see where it'll get stacked (if you can't see the gost material the prop, some prop do not have ghost by default because of their base material) If you're still not sure how the stacker should be set up here is how mine is.
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    Now, by using everything above its really easy to build bases after a while even if at first its a bit rough. But to show you I mean it becomes easy I've built a base that can be defended from 3 separate directions, with defences, without precision, in 10 minutes. You can check it out to see how all these work in practice. I included what I press on the keyboard. Just put the video on speed 2 and stop if you see anything that interests you. (video)
    In this video you can see: Base building, defence building, making fading doors, making keypads that work with said fading doors, making shooting windows, making other kind of defences. The finished base is really simple and can be improved in a miriad of ways, all depends on what you want to add to it.
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    Keypads - Detailed
     
    Using keypads is for some reason tricky for new players so I thought I'd include it here. There are 5 main part of the tool that we usually use so lets get to it.
    1. This is the easiest part of it. This is the code you have to input in the keypad so it works. 3 things to consider here really: 1.) make a code you'll remember! 2.) make sure to check the Secure Mode and the Freeze buttons, but uncheck the Weld one. Secure mode lets you input the numbers without anyone in the vicinity spotting what you put in. Unchecking weld is only a safety measure, in the past we had problems with the advanced duplicator not working properly with keypads, and albeit these might be fixed its better safe than sorry. 3.) you can't input number 0 on the keypad and it won't let you either don't try.
    A neat feature of the keypad that I think not many people know is that you can use your actual keypad to use it. Meaning if you aim at it and press your keypad numbers it'll get inputted on the keyboard, and pressing enter inputs it. Make sure not to press a fading door button by accident though!
    2. This is what generally gives a hard time to players. You can see the button there under the "Acces Granted Key" text. Pressing this button will display the text "PRESS A KEY". At this point you have to press a key on your keyboard that you do not use frequently (I recommend num_1 - num_9, num_+, num_-, num_*, num_/, num_del) Once you press it that is the button the keypad will press on your keyboard if you input the code correctly. Its easier to think of it that way. So once again, the key you put there WILL BE PRESSED when you input a correct code. Just like you can press it with your finger, but virtually. Magical.
    Also the button next to it governs what happens when you input a wrong code. Let me mention that using a keypad in such a way that the wrong code opens the door instead of the right one is against the rules, as the raiders could have no idea of it, and the cracker tool only grants access, does not deny it. (The key that I have for access denied is num_/ by the by. For some reason its shown as so)
    3. The main settings of the keypad. Now CG keypads, thank to Roast, are a bit unique. You cannot go lower than 4 seconds on them, because 4 seconds are hard coded into it. Meaning that the first slider here can only extend how long the door is open, up to 4 + 10 seconds. (or more if you input a bigger number)
    Initial delay means that after inputting the correct code the keypads waits a bit (the time specified there) before pressing the button. This feature, while works on the server, cannot be used as it breaks the server rules.
    Multiple press delay sets how big of a delay you want between repeats if that is set above 0. Take note that putting this to 10 will only make 6 second time between openings as the hard coded 4 seconds are not counted, though they won't screw up the repeats either.
    Additional Repeats does what it obviously does. Putting this to a higher number will make the door fade that many times instead of just once. (It repeats the opening)
    Just for the record I'm not aware whether using repeats is against the rules or not. I don't believe so but I can't really see a point to it either.
    4. This is the same as for 3, but for the access denied part.
    5. ID is another cool feature we have. Inbetween "OK" and "DEL" is a purple "ID" button on the keypad when spawned. Pressing this will instantly grant "Access Granted" if it is pressed by the owner of the keypad, or by people depending on what this is set on. The settings are the followings:
    Civil Protection - This means you and all CP jobs can just press ID to use the fading doors. Really handy when building in the PD or so.
    Just Me - Self explanatory really.
    My Gang - This means you and anyone in the same gang will be able to use ID to get through the door. This is probably the most used function.
    People I share props with - This is also self explanatory, but let me iterate a bit. This is good because you can add people who are not cops and are not in your gang either. It is also good if you have no gang currently but still want to add people. The bad part is that each time you come up on the server your shares vanish, so you have to redo it every time.
    You can add people to the share list by holding c (this'll bring up the context menu), pressing right click on any of your props, pressing "Share Props" (top option), finding their name on the left and pressing "Share". If their name don't go to the right don't worry, as long as you press "Share" it should work.
    IMPORTANT NOTE: KEYPADS CANNOT BE UPDATED WITH THE RIGHT CLICK. IF YOU WANT TO CHANGE SOMETHING ON A KEYPAD YOU'LL HAVE TO REPLACE IT!
    How to hook it up to a fading door?
    Simple really. The fading door only has 3 options and you only need to use one. What you want to do is press "Fading Door" tool in q menu, and you'll se a similar button to the keypad's section 2 "Access Granted" with the text "Fade". You can set this the same way you can set the key on the keypad. Setting this "Fade" button to the same key as the keypad's "Access Granted Key" will make it so, that when you input the correct code on the keypad it'll fade the door. As I said think of it as the keypad pressing the button on your keyboard. 
    For example: If you put your fading door to "Num_+" and press left click on a prop, if you press "Num_+" now it'll get faded. The same happens if you make the keypad's "Access Granted Key" "Num_+" and input a correct code or press ID. The keypad will press it for you. The only difference is that keypad is usable by everyone, while your physical keyboard is (hopefully) only usable by you.
    ANOTHER IMPORTANT NOTICE SINCE THIS IS FOR SOME REASON NOT CLEAR TO A LOT OF PEOPLE: YOU CANNOT LOCKPICK FADING DOORS, SO YOU MUST HAVE KEYPADS ON BOTH SIDES NEXT TO IT. THEY HAVE TO BE NEXT TO IT YES, IT HAS TO BE OBVIOUS. NO YOU CAN'T PUT IT UNDER THE DESK IN THE OTHER HOUSE ON THE OTHER SIDE OF THE MAP, THAT IS NOT OBVIOUS IS IT?
    For the time being this is it, but once I can I'll add more. A really good in-depth defense guide was done by @_RzVibration (although he didn't ask if he can do a part 2 he just did lol) accessible here, give it a read if you're interested: 
     
  20. Thanks
    proxy got a reaction from Mr Saul Goodman in Rulebreak?   
    If the law would say that "weapons are illegal to be wielded within public perimeters" that would mean the cop would have to try for an arrest first or give them the warning to put the gun down, but as the law specify that you may be killed on the spot, it's the non-law enforcers job to make sure he does not wield a gun within public.
    Killing the player in this occasion is perfectly justified.
  21. Haha
    proxy got a reaction from MR man in Turtle, Lucas, jack marrow and jamie!   
    Thanks
  22. Haha
    proxy got a reaction from Packie McReary in Turtle, Lucas, jack marrow and jamie!   
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  23. Upvote
    proxy got a reaction from - GaryB - in Turtle, Lucas, jack marrow and jamie!   
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  24. Haha
    proxy got a reaction from Arian in Turtle, Lucas, jack marrow and jamie!   
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  25. Haha
    proxy got a reaction from FintarN™ in Turtle, Lucas, jack marrow and jamie!   
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