CityRP Documentation Repository

CityRP feature rules

Last updated

Lines no feature crosses. The game concept's pillars are goals that pull against each other and get weighed; these are not weighed. A design that breaks one is changed until it doesn't, and a suggestion that needs one broken is out of scope.

They are not the server rules players follow; those are staff content. These are rules for what the gamemode itself does.

Inventory contents are never detectable

There is a hard gate between what is on a player and what is in a player's inventory. Weapons drawn or holstered, clothing, accessories and items held in hand are on the player, and the world can see and act on them. The inventory is not: nothing a player carries in it can be smelled, searched, scanned, or used against them, and it cannot bar them from a job.

Once inventory contents become actionable there is no clear place to stop, so the line is kept absolute.

Applied in: inventory-contents-detection.

Playing never needs other software

Everything a player needs comes with Garry's Mod and the server's own content. Nothing may require a separate program, plugin or client to take part, such as an external voice client.

Every extra install is a barrier for new players in particular, which works against Meet Players Where They Are.

Applied in: external-software.

No real money for in-game currency

In-game money is never sold for real money, directly or through a membership perk. Premium can unlock things; it does not pay out cash. Selling in-game currency runs into gambling laws.

Applied in: real-money-for-in-game-cash.

CityRP does not connect its economy, items or characters to another community's game servers: nothing transfers in or out. Building on existing code inside the gamemode is fine, and so are our own services around the game, such as the website and Discord.

Applied in: cross-server-item-transfer.