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Joe (StealthProxy)

APD Officer
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  1. Joe (StealthProxy) liked a post in a topic by Google™ in Change log 8.0.0   
    I'm not giving you any forum likes.
  2. Joe (StealthProxy) liked a post in a topic by Google™ in Google's gonna fly to part 2   
    For some reason my mic sounds like this in Shadowplay, if you know a fix hit me up.
  3. Joe (StealthProxy) liked a post in a topic by Google™ in How to use # (Hashtag) commands - Guide   
    Asylum contains something called Hashtag (#) commands which can be accessed using a "#" then followed by a command below this will be a list of all the commands (to my knowledge) and how to use them. You can use these commands in any chat, direct communication, sidechat, vehicle, and etc. The communication channel you put them in will not affect you in anyway.
    Global Things you should know about using the # commands.
    - *Input your message here* is a filler, replace that with your actual message you wish to send. (Related to this thread only)
    - Capitalization does matter, except for the players name and your message (unless animation name). If I did #E with a capital "E" it won't know that I want to do the "e" command, it must be a lowercase "e" and other letters for all commands listed in this thread.
    Command: #911 *Input your message here*
    Example: #911 Help cops my vehicle is being stolen!
    What does it do: This command will send a text to all police officers, it's just like texting them from your phone, but faster.
    Why is this useful: This is useful because if you are being chased by someone who is trying to rob you, this gives you an advantage because you can easily text the cops in a fast manner which will likely make the chances of you crashing go down.
    Limits: There are currently no limits of this to my knowledge, besides the typical sending your location to the police when you text them just like from the phone messaging system.
    Command: #t *Player name* *Input your message here*
    Example: #t Jake Hands up or die
    What does it do: This command will send a message to a player, it's just like texting them from your phone, but faster.
    Why is this useful: This is useful because if you are chasing someone but don't want to pull up your phone to text him, then you can simply just do this command instead at a much faster speed than it would typically take for you to initiate via text.
    Limits: You can not text anyone that has a space or special character in their name, (That I know of). It has to be easy one word names like "Jake", "Dad", and so on.
    Command: #r *Input your message here*
    Example: #r Go away!
    What does it do: This command will reply a to a player that has already messaged you.
    Why is this useful: This is useful because if you are in the middle of driving, but want to respond to someone you can do this really fast and easy. That's how I respond to players that message me on cop fast.
    Limits: They must first message you for you to actually reply to them using this command.
    Command: #e *Animation Name* (Unrelated to current command, if you just type "#e" without anything after it then it'll list all the animations you are able to do)
    Example: #e ninja
    What does it do: This command will do an animation for you.
    Why is this useful: This is useful because you can use it to promote more roleplay by acting like a ninja.
    Limits: You can stop the animation by saluting, to salute press the "\" key which is located right above your enter button to the left of the arrow keys. Basically, using any Arma animation that is bound to a key via Arma the game itself will cancel the animation that is being done from Asylum and not a keybound animation.
    Command: #f *Facial Expression* (Unrelated to current command, if you just type "#f" without anything after it then it'll list all the facial expressions you are able to do)
    Example: #f danger
    What does it do: This command will change your face to act like the described facial expression you choose.
    Why is this useful: This is useful because you can use it to promote more roleplay by changing your facial expression.
    Limits: No limits that I currently know of, you can go back to your normal facial expression by typing "#f normal".
  4. Lucky liked a post in a topic by Joe (StealthProxy) in Kitui leader for Fish salty af   
    Well done @MR. COW. Thank you for your great deed.
    This video is the perfect example of FISH.

  5. Joe (StealthProxy) liked a post in a topic by The Monopoly Man in ****APD Policy Update 08/05/17****   
    APD POLICY CHANGES
    With the release of 8.0, there are a few APD policy changes to accommodate, one of the biggest ones is the new portable meth RV and what constitutes as probable cause.
    Seeing an RV with smoke coming out from the top gives probable cause to search the the vehicle and those in the immediate area. Seeing an RV with smoke coming out gives you probable cause to investigate and search regardless of the location. This is similar to how active pursuit operates since you can follow a suspect anywhere as long as you are in pursuit. E.G. Seeing smoke emit from an cartel/rebel, regardless if it is contested or not. There is no life rule to how many times you can respond to these situations, same as an active pursuit, we trust the officers to use their best judgement. If all the officers on scene die while fighting at a rebel/cartel and there is none left at that location, they cannot continue to return unless they obtain a new form of probable cause to head up there.  Seeing an RV with smoke coming out next to a locked house gives you probable cause to search the RV/Suspect but NOT probable cause to conduct a house raid unless you observe him transporting the items from the smoking RV to the locked home or vice versa.  If you catch a suspect who has already sold the illegal items from an RV and he/she is in possession of tainted money, you will charge him with the closest drug field like normal procedures as you are unaware if he/she used it for making meth or transporting different types of drugs.  Officers that encounter a suspect at an RV emitting smoke MUST initiate with sirens/voice/text. Undercover officers are not required to initiate with suspects at an RV with smoke emitting from it. With the new rotating drug fields/processors, we have noticed there is a chance it may spawn next to a cartel.
    If a field/processor spawns next to a cartel, the officer will continue with normal police procedures and check the field/processor while ignoring the cartel. If the officer hears shots from the cartel or sees rebels AT the cartel, he is to ignore it. The only instance where an officer can engage with rebels at the cartel while he/she is checking the field/processor is if the rebels decide to openly engage the officers checking the field/processor.  If the rebels do decide to engage, the officers are allowed to fire back and attempt to apprehend the suspects at the cartel ONLY if they fire at the officers first. 
      Since the olden days, officers were able to explode vehicles next to homes to gain entry to barricaded suspects. Since the update that no longer allowed small arms fire to blow up vehicles, this was forgotten. Since a newer update turned houses in paper mache, officers have been using flashbangs/firearms to blow up locked homes. This new policy change will make it more clear when it is/isn't allowed to do so.
    If a suspect is barricaded inside a locked home that is actively shooting endangering the lives of others, Constables, Corporals and Sergeants, may purchase flashbangs to blow up the locked home to gain entry to the suspect shooting ONLY if there is no LT+ online. This can only be done if the suspect is SHOOTING from the home. If there is a locked suspect in a home who is not shooting at officers or civilians, you do not have cause to blow it up. The officers will have to resume normal procedures for suspects in locked homes or contact an offline LT to gain entry. Officers can ONLY use flashbangs to blow up locked homes to retrieve a suspect actively shooting. If an officer blows up a home using anything else besides a flashbang, it will fall under Misuse of APD equipment.  If an officer blows up a house that does not follow these guidelines, he/she will be given 6 points for Unlawful home entry and removed from the APD. This will be added to the IA section of the WIKI. These points also applies to officers who search/seize the items of a crate/barrel after blowing up the home. Under no circumstance whatsoever is the officer supposed to interact with the crates/barrels. The only time crates can be seized/searched is if an LT conducts proper house raiding procedures.   
    After observing how Senior staff activities are being handled, we decided to increase the LT cap back from 24 to 28.
    New explosive charge update according to gnashes. Big thanks to the apd officers for finding this and bringing it to my attention. 
     
    Kidnapping charge has been changed
    Kidnapping is only to be added to those who escort someone in restraints. This also applies to those we drive/fly/sail people in restraints as well. With these policy updates, there may be a few gray areas here and there. If you are uncertain, it is always best to ask an Captain/LT first before doing the wrong thing and getting points for it. 
     
    Any further questions/concerns, feel free to contact a Captain
    Thank you
  6. badger liked a post in a topic by Joe (StealthProxy) in Change log 8.0.0   
    Haven't seen it move at all during the few restarts.
    It doesn't move.
  7. Joe (StealthProxy) liked a post in a topic by bamf in Change log 8.0.0   
    It's been quite some time since we have changed things up on the Asylum, but I feel that now is the time to do so.  I remember when I started playing here that my favorite thing to do was to run around with friends and cause mayhem by robbing everyone in sight.  At it's core, this is a cops and robbers game.  With that being said, I give you Asylum 8.0.  
    The map felt stale to me, so the 8 chain will include lots of map changes going forward.  First off, the major illegal areas (heroin, cocaine, and meth) will all rotate going forward.  While the original positions are still included, there are alternate locations for all of these activities.  That means gathering and processing can and will happen in different locations at random on each restart (kind of like cartels).  Each drug has two spots for now, and gathering and processing locations have been chosen to have similar round trip times to what they are currently.  This means that all three of drug locations could end up on the west or east side of Altis in a given server restart.  I hope you'll enjoy the new locations, and I also hope you'll enjoy a chance to rob people again as they try the new spots out.  
    Another thing that I have always felt we were lacking was the ability to manufacture drugs in other remote locations of the map, so we are introducing the mobile meth (crank) lab.  Crank is a new illegal item added into the game that is manufactured via an RV that is purchasable at Rick's RV shop in Sofia, as well as both chop shops.  Crank is made of all the same ingredients as meth, but is not quite as potent - and therefore not worth quite as much.  Take your ingredients and RV to a remote location, and do your best Walter and Jessie impression.  Be aware though that processing crank has risks - your RV will send smoke into the air, and the smoke means that you can be killed by the rival drug lords on the island.  The RV has a slightly larger trunk than a box truck, so while RVs can certainly be used to manufacture crank - it doesn't necessarily mean that the vehicle is being used for illegal activities.  Make sure to thank @Phantom Viper for doing the skin for the new RV!
    The Altis government finally got funding to build a second bridge to the island near Pyrgos, and with that they have decided to move the prison back to that island.  There is new construction on the island, but the method for breaking people out of the prison remains unchanged.  Hack the power, lock pick the doors, hack the computer, and open up those gates.  @TheCrestedPenguin did the new prison design - make sure to thank him for his efforts to get the prison back where the community wanted it.  (Note: Prison guards now spawn across the street and not behind you)
    Are you a good helicopter pilot?  Do you like sling loading large vehicles?  If so, then say hello to an old friend - the Taru.  If you want to fly the Taru though, you will need Rotorlib (with Stress Damage) enabled.  If you don't have what it takes, don't sit in the pilot or co-pilot seat of a Taru.  
    APD officers, are you tired of the light system you have on your cars?  If so, you'll be happy to know that the APD has upgraded it's light system substantially.  Thank Lt. @Destrah for helping the government find the funding to get new lights!   (Note: press Tab while driving to bring up the new light controls)
    Other additions etc: 
    The Asylum Exchange has been brought back.  Since this doesn't seem to be the cause of the BE kicks, and the game server is now 64-bit - we will give this another shot.   Bounties will be persistent going forward.  Bounty hunters will have the ability to drop a bounty every 5 minutes. Spike strips can now be instantly deployed via the hotkey. The scroll wheel option has been disabled as a result. Additionally, spike strips can be thrown from a vehicle, which will result in the spike strip being placed behind your vehicle. Multi-color Smokes/Chemlights in cop shops Fixed redburger talent Binocs now properly show UC names Added a boat shop and garage to DP10 Various bug and exploit fixes One final thing, Anthony Kiedis is a big fan of Kavala
    Hotfix 1:
    Starting up the lab on an RV will now allow you to process and access trunks and crates without having to soft log etc. Chem lights should be available for both cops and civs now Hotfix 1a:
    Fixed a few exploits related to crank Crank can no longer be cooked inside industrial sheds Hotfix 2:
    Exploit fixes related to crank production SWAT spawn points changed for new prison location Destrah made a few additional tweaks to cop lights Hotfix 3:
    Weed should now spawn and be able to be gathered again (oops) Fixed additional exploits in the crank system Hotfix 4:
    Additional crank exploit fixes The crank lab now persists through restarts as a crank lab (and not a box truck)  
    Hotfix 5:
    The Strife server has been brought back online.   Server driven events will fire on the Altis islands drafting you to war in Strife on Tanoa.  Go play Strife for 15 minutes or more, and you will receive $20,000 in bonus pay. Level 4 donors may now purchase and wear the Wetsuit [CSAT].  
  8. Google™ liked a post in a topic by Joe (StealthProxy) in PSA: Enhanced Shading Mod!   
    Let's make Arma lag even more than it already does! 
  9. StayLifted liked a post in a topic by Joe (StealthProxy) in Why why why   
    What the hell did they do!?
  10. HutchTheclutch liked a post in a topic by Joe (StealthProxy) in APD Sirens   
    Police sirens are, in fact, bugged. They are not as loud as they should be. This is due to some BI update or bugged script.
    The police lights do work, though. The sirens are just way too quiet, and this is the only issue.
    I think @Gnashes is aware of this.
    It's quite annoying when trying to turn on sirens as an officer and then being told that they didn't hear the sirens.
    Let's hope a fix comes soon.
  11. Joe (StealthProxy) liked a post in a topic by Clint Beastwood in When you read a ban appeal....   
    And post this as a response.
     
     
  12. Joe (StealthProxy) liked a post in a topic by massi in APD Sirens   
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