ArmA 3 Altis Life Rules
(Last Updated: 19/08/2019)
1.0 Do not metagame. Metagaming can be defined as the act of gaining information outside of role-play and using it in role-play, for example: using out of character communication to summon a friend to help you.
1.1 Do not troll. Trolling can be defined as continuously performing an action to annoy/upset or provoke a reaction from other players.
1.2 Do not real-world trade. Real-world trading is the act of trading anything outside of OzzyGaming for in-game items or vice versa. Players that real-world trade risk being permanently banned from all services without warning.
1.3 Do not exploit. Exploiting can be defined as taking advantage of an in-game bug/flaw for personal gain.
1.4 Do not use teleport based in-game functions to escape role-play.
1.5 Transferring gear/vehicles between factions is not permitted. It does not matter if you are transferring them to another player.
1.6 Do not "RDM". Random Deathmatch can be defined as the murder/attempted murder of another player without a role-play reason.
1.7 New life rule. When you die and respawn, you may not re-attend the scenario that you died in. You may not faction swap to circumvent this rule. Once you respawn, you do not have any recollection of past events in role-play. You may return to the same area (within 1.5km from your death) after 15 minutes (presuming the role-play scenario has concluded).
1.8 Power-gaming. Power-gaming is the act of working towards a goal without the intent of role-play.
Power-gaming may include, but is not limited to, activities such as:
Civilians engaging hostile roleplay in groups larger than 8 when not committing a major robbery
Excessive hostile role-play towards new players
1.9 Green Safe Zones are areas which hostile role-play cannot be commenced or brought into. These areas are reserved for role-playing and should not be interfered with.
Civilian operated MRAPs (Strider, Hunter, Ifrit) are not permitted inside any city strict safe zone.
1.10 Blue Safe Zones are areas where hostile role-play cannot be started inside, but may be brought in from outside.
Hostile roleplay can be initiated inside the safe zone if a player is robbing a store and is confronted by police
Hostile roleplay can be initiated if a suspect is apprehended by police, however roleplay must be followed and relevant declarations made (see section 3)
Vehicles may be stolen however you may be shot by owner or group.
1.11 City Zones (blue circles) are areas that do not allow any of the following:
Civilians are not permitted primary weapons, with the exception of the PDW, inside City Zones.
Civilian operated MRAPs (Strider, Hunter, Ifrit) are not permitted inside City Zones.
1.12 Red Zones are areas where players may initiate hostile role-play without a declaration, provided both parties are inside the zone.
1.13 You may not switch factions to join in roleplay that has already begun.
1.14 You may not commit any major crime within fifteen (15) minutes of a server restart.
2.0 Players may not run over another player for any reason, or intentionally get themselves run over for any reason.
If a player is run over during hostile roleplay, whether directly or indirectly, and the vehicle driver or their party can provide evidence to a staff member that they were not at fault, they may shoot the runover player.
If a player is run over accidently during hostile roleplay, they must be left to take the first action, or until 5 seconds has passed at the end of animations. Taking the first action can be defined as any activity that requires player input once animations have finished.
2.1 Players may not destroy anyone's vehicle including their own without a valid role-play reason.
2.2 Vehicle ramming without a valid roleplay reason is not permitted.
2.3 Police are permitted to destroy any illegal vehicles using a Satchel Charge. However, they must wait until hostile role-play has concluded.
2.4 Players may not use a Truck Mission for anything other than their intended purpose. If they accept the mission, they must complete the mission. Additionally, players are not permitted to dispose of the vehicle if they do not like where they have to drive it.
2.5 Players may perform ground locking manoeuvres with aircraft at their own risk. If the actions of the aggressor (player performing the goundlock) result in the destruction/death of the other party, he/she will be held liable and will have to compensate the victim.
2.6 Players may not sling any vehicle that has a non-consenting occupant inside, unless hostile role-play has been initiated with the party. You must be on foot beside the vehicle and must declare in text chat that you are attaching ropes to the vehicle. e.g. "Attaching slings to hatchback"
2.7 Players may not hover lower than 100 meters over a green safe zone, players are permitted to land. However, they must endeavour to land as soon as possible.
Players may not fly low for an extended period of time over players for no roleplay reason (annoying people is not a valid roleplay reason).
3.0 Players must declare before engaging in hostile role-play with another player. The available declaration options are through voice, or text messaging. Players opting to declare via voice will be required to provide evidence of such if required by staff.
Declarations must include a demand, consequence, and a reasonable time-frame to respond (min 10 seconds). When declaring on Police, the declaration must include a location in addition to the above.
Hostile roleplay is any event that involves the following & all require a declaration:
Knocking out another player.
Killing another player.
Discharging a firearm at another player.
A Civilian tasing another Civilian.
A Civilian Spikestripping another Civilian.
Hostile roleplay that is considered a declaration but does not require one:
These are a one-way declaration for the victim and/or their group, and only they may take action.
Stealing another player’s vehicle.
Stealing/Robbing something from another player.
Police tasing a visibly armed civilian (not including holstered pistols)
3.1 Hostile role-play continues for 10 minutes after the last declaration has been sent or the last shot has been fired. During this time you are not permitted to log out or enter any Green Zones.
3.2 Players must be within 1.5km of anyone they are declaring on.
3.3 Police may not send prisoners to prison whilst hostile role-play is being conducted.
4.0 Players may be taken as a hostage as long as hostile role-play has been initiated. Once taken hostage, the captors must interact with the hostage for the duration of the capture. Failure to comply with this rule will result in the hostage being released by an Administrator.
4.1 You must be willing to negotiate with the police in regards to the amount you wish to receive for your hostages. The police have MAXIMUM set values, however you should expect to negotiate below this value.
4.2 You must give a considerable amount of time from the initial point of contact with the police. Minimum 10 minutes before you may execute your hostage.
4.3 You may not attack the negotiator or take the negotiator hostage as long as your reasonable demands have been met.
4.4 Players are not permitted to have a ‘fake hostage’. This includes taking a willing player or friend as a hostage.
5.0 Players must role-play all scenarios. Failure to do so is considered fail role-play this can be defined as the act of failing to stick to your in-game persona or behaving in a way that is not typical of a role-play server.
Escorting a player and using them as a meat shield in a firefight.
Abusing the restrain function to enter/exit vehicles without instruction, or using weapons whilst restrained.
Aborting the game whilst in role-play.
Storing vehicles or items whilst in hostile rp or in active pursuits.
Police reviving players whilst hostile role-play is active.
5.1 Players may not run off if they are released from handcuffs due to being restrained for too long. The only exception to this rule is if there are no players nearby.
5.2 Players must always value their life above all other outcomes.
5.3 Players entering an ongoing firefight to be a nuisance is not permitted. Players will not receive compensation for collateral damage if their actions were negligent.
6.0 Corruption is not allowed.
This includes, but is not limited to, activities such as:
The selling, giving away, or transfer between factions of medic/police equipment.
Intentional killing of detained civilians/suspects or fellow faction members.
Medics refusing to revive people they do not like.
Medics collecting weapons or gear in their vehicle, though they are permitted to pickup guns before revival to ensure they do not disappear.
6.1 Police/EMS must be on TeamSpeak 3 and in the appropriate channel.
6.2 Police/EMS must log off their slots if they plan on going AFK for an extended period of time.
6.3 Medics are not a threat and should not typically be treated as one. The only exception to this rule is if they enter a hostile area begin reviving people. If this occurs, players are permitted to declare on them.
6.4 Players are not permitted to steal EMS vehicles under any circumstances.
7.0 In order to rob any facility apart from a store, there must be at least 3 players in your party and within 1.5km of the robbery.
7.1 Players must intend to complete a robbery in its entirety.
7.2 When initiating a robbery of a store, players must give any Police & armed civilians in the vicinity 30 seconds to leave. Once this timeframe has concluded, players may shoot Police & armed civilians on sight, unless safezone rules are applicable.
7.3 When initiating a robbery of any facility other than stores, players must give anyone in the vicinity 30 seconds to leave. Once this timeframe has concluded, players may shoot anyone on sight.
7.4 Players are permitted to third party a robbery as long as they send a group declaration to the Police.
7.5 Any players within 1.5km of the federal reserve whilst the expanded KOS zone is active, after a 30 second grace period, that have a primary weapon visible or secondary weapon in hands may be shot.
Players exiting vehicles with secondary weapons under these circumstances must be given a chance to holster the weapon before being shot