DIR Return Create A Forum - Home
---------------------------------------------------------
FronTech
HTML https://frontech.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Help Section
*****************************************************
#Post#: 22--------------------------------------------------
Civil Protection beginners guide
By: Victoreno Date: June 16, 2012, 4:36 pm
---------------------------------------------------------
[center]This guide is for any MPF that needs a reference or for
new ones.
[b]The Basics[/b]
Radio / Voice Commands / Codes
Make sure you use the radio for most of the public situations or
if you are moving to areas. You are not to use it for general
chatter. (unless you use /radio // ASDASD)
You are to radio when:
Moving to a location
Clamping a checkpoint
Engaging a suspect
Need help
Fireing friendly shots
Detaining a suspect
Amputating a suspect
Anything that would be need to be known by other MPF.
Failure to report what you are doing will get you unwhitelisted.
You are not to randomly run into the slums when a request is
given. You need to radio in permission and ask. If there is no
high rank on, then ask the highest rank on for permission.
Radio Codes:
10-4 Unit copies
10-7 Unit reporting Off-duty
10-8 Unit reporting On-duty
10-20 Location
10-50 Patrolling
11-99 Officer taking fire. Requesting immediate assistance.
Not all the codes are used. The basic ones you need to know are
the ones above.
Examples:
"/radio Unit is 10-7."
"/radio What is your 10-20?"
"/radio 10-20?"
"/radio 11-99, multiple suspects! In slums, near the subway!"
Voice commands:
All the voice commands are listed in the directory.
To access the directory: press TAB, click Directory, click
COMMANDS, click Combine.
You can use all of them for the appropriate situation.
[b]The Database Command[/b]
How to use /view data?
The /viewdata command is a simple command that you use just like
most other commands: you type it in the chat.
Use: /viewdata <name> (and replace <name> with (a part of) the
IC name of a citizen).
Now you'll see a white text box opening on the middle of your
screen with (normally) some text in it. Some could still be
blank because no CP used it for that character before.
The format for new citizens should be based off how much time
you have to enter the information.
Generally you need to put in this format:
CID#:
Detainment Points:
Loyalist Points:
Reasons:
If you need to quickly enter any data don't hesistate to leave
out the info that doesn't apply.
What should /viewdata be used for?
Some of you are thinking what to use the white box for, other
have got some ideas already. But what it is meant to be used for
is to keep a record of all the law-violations a (n)
(anti-)citizen made. There only needs to be a short reason list
for why they have the detainment points.
Here is an example or what it will look like with information
filled in:
CID#: 93853
Detainment Points: 6
Loyalist Points: 1
Reasons: Minor Malcompliance (1)
Posessing a pistol (5)
Reporting a thief (1L)
The number in the (X) does not need to be there. It is there for
reference on what gave them the amount of points. We are
trusting you to have good judgement on the detainment points
given. If there are issues in the future it will be REQUIRED to
tell how many were given for what.
How to detain or punish someone.
There are many ways to punish a citizen. Not all of them require
you to knock them out and leave them in a cell for an hour.
The most IMPORTANT thing to remember is when tieing the person.
I don't understand how it is so hard to remember to ask them if
they are going to resist. You are not allowed to "Powergame"
unless the person is tied.
How to tie someone correctly:
F3 is the quick-tie button. Make sure you have zip ties.
Step 1. Have the citizen face the wall.
Step 2. Do a "/me attempts to tie the citizen" (Or a part of
their description so they know, remember they can't see you
facing the wall)
Step 3. Ask them in LOOC if they are going to resist. "[[
Resist?"
Step 4. If they say no or do a /me saying they don't, continue
to tie them.
Step 5. If they resist, give them a second or two to either run
away or do another /me.
(If they just run away after you say "Resist?" then they are
minge running and you can do what you think is right)
Step 6. After they are tied you are allowed to "Powergame." That
means that you can beat them without any resistance. They are
also not allowed to RUN while tied. Make sure you use /me for a
lot of your actions. If they are just minging you don't need to.
But ONLY if they are minging.
Step 7. Have them apply and give them the detainment points
required.
Step 8. Either release, prosecute (beat them a little), or
detain.
These are easy steps to remember. It looks like a lot, but it is
done within seconds.
MPF that do not follow this "Tieing" guide can be unwhitelisted
due to bad RP. This does not apply to those who can't RP
correctly or are minging.
How to properly beat someone:
F4 is the quick-search button. Make sure they are tied!
If it is an RP situation, not a minge, then you are to RP each
hit accordingly.
When beating them when they are tied:
"/me beats the man unconcious"
"/me hits the man X times"
Or anything similar.
When beating them when they are NOT tied:
"/me attempts to beat the man unconcious"
"/me attempts to hit the man X times"
Make sure you are not powergaming. They have the ability to
avoid what you are doing to them when they are not tied.
How to properly search someone:
Follow the steps for tieing them.
When they are tied and you can search them. Do a "/me searches
the man for contraband."
If you find any contraband either state you took each specific
item, or "/me takes the contraband off the man(or desc)"
Apply the correct points and punishment.
This is all the equipment you will be using. Each one has a
description on what it does or how to use it.
[b]Equipment[/b]
Radio:
The most important tool a CP has in his arsenal. With the task
of controlling an entire city, communication is the key. This
tool is to be used in almost any action you do concerning
citizens and yourself. If you are moving to the ration
dispensers to stand guard, you will report it on the radio. If
you are going to start patrol in the main plaza, you will report
it. If you are searching a citizen and you have a possible
malcompliance issue, report it. Here are some examples:
"Detained suspect is exhibiting malcompiant behavior after a
search in the apartment lobby."
The good with this is that you state the location; you state the
crime and what you are doing. You aren't asking for backup here,
you are just reporting in to increase situational awareness.
"This guy won't listen to me, I need backup now."
This is very bad, you are asking for backup for a mild offense,
you don't state the location, and don't state what you were
doing.
The key with communicating to other units is to report anything
that may help everyone get an idea of what's going on in the
city. If you reported about a citizen assaulting another near a
location, you will know about the possibility of there being
anti-civil activities around that area next time you walk
through. It's all about situational awareness; report frequently
on the radio so everyone has a good picture of what’s going on.
CPs talk on their radio constantly, they have to report every
action they do or they may get in trouble with the higher ranked
officers. Don't be afraid to ask for permission ever, it’s
better than going on and doing it and then getting in trouble
later.
This of course won't matter if you are on the wrong frequency,
so make sure to check in with the higher command about the
current frequency. When you are on the right one, check in and
then from there on only use the radio for useful information and
try to keep the chatter to a minimum. This does not mean don't
use the radio often, but just don't use it often for off-topic
messages.
Recently, I have noticed CPs not using the radio enough. I want
to restate how I want them to use the radio.
Stun stick:
Civil Protection officers are recognized symbolically by the
stun stick. This is your primary tool of control. You have to
know how to use it properly and when. Holding R while you have
the stun stick selected will unholster it. After it is
unholstered you can swing away at anyone you wish, but it's not
that easy. It takes four hits consecutively to knock someone out
but don't go around just knocking people out because they didn't
follow your orders. Reserve the KOs for malcompliant suspects
and use it to regain control.
9mm Pistol: This is your primary lethal as a unit. You will use
this in the event that your life is threatened or if you have
been authorized to use it on something else. This can be a
method of slowing runners down by shooting them in the leg if
role-played, but isn't recommended for every person that runs
away. You will not be issued another pistol if you lost yours
and are below rank 02. Don't run around with it unholstered
because it looks stupid. Misuse of this item will result in
removal or being unwhitelisted.
Kevlar:
Every CP is issued Kevlar and it allows you to take quite a
beating before you die. Knowing about the extra protection
allows you to know not to panic if put in a physically
endangering environment.
Flashlights:
Very important for every CP. This allows you to see in dark
areas that you would not normally be able to see in. Suspects
love to hide in dark spots when they are being chased so it is
good to have one on. Try not to always have it on because it
won't look so great if you are patrolling with it left on.
Zip-Ties:
This is a very valuable tool. Its purpose includes transporting
a suspect to their assigned isolation chamber and not allowing
them to be able to control anything. They cannot pick up things,
open doors or interact with anything. You can tie someone up if
they are knocked out but their back must be facing you. It is
VERY IMPORTANT to NOT untie suspects who were just released
while they are still knocked out. There is a bug that will cause
their hands and keys to be removed until they rejoin. Upon the
suspect’s release, please don't forget to untie them before they
leave.
Combine Locks:
These are mechanical locks that are placed to restrict access to
all non-cp players. It can only be placed/removed by OfC and
above. The locking and unlocking can only be done by OfC units
and above and are not to be touched by others. You may request
the locking/unlocking of a door but you may not do so without
permission from a higher ranked official.
Breach:
This is a breach that looks like a padlock that is placed on
doors. You use it by activating it and clicking "Charge." It
will blow the door off its hinges if it is not a combine door.
If it is used on a Nexus door it will open it for a few seconds
and then the door will close normally.
Combine Requests:
This isn't actually equipment that you own, but because you
possess the ability to receive them, I will include them here.
All that needs to be said is only respond to a CR when given
permission and if it has the correct format. The correct format
would be: Name and CiD, location, situation, description of AC
(if there is one) and of course, do not respond to one that's
obviously a trap.[/center]
*****************************************************