Clans¶
General Characteristics¶
- Clans have several systems through which they stand out: the level system, the spray system and the clan wars system.
- Clans can be defined as private organizations that are entered based on invitation or application.
- The clans existing on the servers are of size: small (15 slots), medium (25 slots), large (50 slots), mega (75 slots).
- Clans can form alliances with each other using the /alliance command.
- Using the /clans command you can view a list of existing clans on the server along with some information about them.
- For details about clans in the shop (/shop), visit the page: Shop:Clans.
- Clans whose validity expires will be deleted after 1 month from the expiration date if they are not renewed by the leader.
Level System¶
- Any newly created clan starts at level 1.
- A clan's level is lost when the clan is deleted!
- The current clan level can be viewed using the /clanxp command (image #1). ** Using the arrows, the other existing levels can also be viewed, how much XP they require and what benefits they offer.
- For a clan to advance in level, it must accumulate a certain amount of XP (image #1).
- XP can be accumulated by any clan member who has a minimum seniority in the clan of one day, through various activities that are scored within the server.
- The maximum level a clan can obtain at this time is level 30.
XP Activities¶
- /spray - offers 1 XP, the player being able to accumulate at most 30 XP per day from this action.
- Rob - 1 XP for each robbery point used by the player (10 XP for a completed rob).
- Solo Rob - 5 XP for completing such a rob.
- Escape - 1 XP for each escape point used by the player (20 XP for a completed escape).
- Daily Tasks - 3 XP for each completed task.
- Missions - 10 XP for each completed mission.
- Shop - 30 XP for each purchase from /shop.
- Transporter - 3 XP for a completed trip.
- Drug/Weapon Dealer - 4 XP for a completed trip.
- Car Thief - 10 XP for each car delivered.
- Trucker - 5 XP for a completed trip.
- Quarry Worker - 3 XP for a completed trip.
- Garbage Man / Chemist - 6 XP for a completed trip.
- Lumberjack / Miner - 3 XP for a completed trip.
- Fisherman - 2 XP for a completed trip.
- Pickpocket - 5 XP for each theft, regardless of result.
- Craftsman - 20 XP for each item sold.
- Archaeologist - 1 XP for each artifact sold.
- Mechanic:
- Skill 1 - 4: 3 XP for each completed minigame.
- Skill 5 - 6: 2 XP for each completed minigame.
- Skill 7 - 10: 4 XP for each completed minigame.
- Electrician:
- Skill 1 - 4: 1 XP for each completed minigame.
- Skill 5 - 6: 2 XP for each completed minigame.
- Skill 7 - 10: 3 XP for each completed minigame.
There is a maximum limit of XP that a single player can accumulate in a day, the limit set by the clan level. You can find more details about the limit in the Level Benefits chapter. The XP accumulated by a player remains even if they leave the clan and return later.
Level Benefits¶

- Clan Level 1 - starting level:
- 50 XP maximum per member, 1x XP per activity.

- Clan Level 2 - 5,625 XP required:
- 60 XP maximum per member, 1.1x XP per activity.

- Clan Level 3 - 13,500 XP required:
- 70 XP maximum per member, 1.2x XP per activity.

- Clan Level 4 - 23,625 XP required:
- 80 XP maximum per member, 1.3x XP per activity.
- $1,000 clan payday
- This amount of money enters the clan safe at each payday.

- Clan Level 5 - 36,000 XP required:
- 90 XP maximum per member, 1.4x XP per activity.
- 1 HQ Claim
- With this, the clan owner can claim an available clan HQ on the map using the /claimhq command at the HQ entrance, image #4.
- There is the possibility to buy additional HQ Claims from /shop if the owner wants to change their HQ.
- Giving up an HQ is done through the /leavehq command.
- Claimed HQs automatically receive the standard interior: Off Track Betting.
- 5% Clan Job
- This means that 5% of the money earned by clan members from jobs will enter the clan safe, without decreasing their job earnings.
- This money collected from jobs can be used later to buy clan vehicles.

- Clan Level 6 - 50,625 XP required:
- 100 XP maximum per member, 1.5x XP per activity.
- 2 Clan Car Slots
- These slots can be used by the clan owner to buy clan vehicles at the Dealership using the /buyclanvehicle command (image #5).
- Vehicles can be sold back to the Dealership for 60% of their value.
- They can also be sold through trade to other clan owners who have free slots.
- They can be manipulated through the /cvs command (images #6 and #7).
- They can also be parked using the /park command.
- At this clan level, purchased vehicles can be worth at most $500,000.
- 10,000 Materials Lab
- 10,000 Materials will enter the clan safe at each payday.

- Clan Level 7 - 67,500 XP required:
- 110 XP maximum per member, 1.6x XP per activity.
- 10g Drugs Lab
- 10 grams of Drugs will enter the clan safe at each payday.
- 1 Clan HQ Interior Slot
- These slots can also be purchased from /shop starting at clan level 7.
- Slots can be used to change the HQ interior by typing the /interiorhq command and choosing an interior from the list.
- The interiors available at this level are: Off Track Betting, Meat Factory, Jefferson Motel.

- Clan Level 8 - 86,625 XP required:
- 120 XP maximum per member, 1.7x XP per activity.
- 2 additional Clan Car Slots
- The clan owner can buy two more vehicles for the clan.
- The maximum price of a vehicle now increases to $1,000,000.
- $2,000 clan payday
- 10% Clan Job

- Clan Level 9 - 108,000 XP required:
- 130 XP maximum per member, 1.8x XP per activity.
- Clan Vehicle Minimum Rank
- This means that a minimum rank can be set for each clan vehicle using the /cvs command.
- 1 New Interior
- The HQ interiors available at this level are: Off Track Betting, Meat Factory, Jefferson Motel, LS Atrium.

- Clan Level 10 - 131,625 XP required:
- 140 XP maximum per member, 1.9x XP per activity.
- 20,000 Materials Lab
- 2 additional Clan Car Slots
- The clan owner can buy two more vehicles for the clan.
- The maximum price of a vehicle now increases to $2,000,000.
- 5 versus 5 Wars between Clans
- Find more details about wars in War System.

- Clan Level 11 - 157,500 XP required:
- 150 XP maximum per member, 2.0x XP per activity.
- 15% Clan Job

- Clan Level 12 - 185,625 XP required:
- 160 XP maximum per member, 2.1x XP per activity.
- $3,000 clan payday

- Clan Level 13 - 216,000 XP required:
- 170 XP maximum per member, 2.2x XP per activity.
- 20g Drugs Lab
- 1 New Interior
- The HQ interiors available at this level are: Off Track Betting, Meat Factory, Jefferson Motel, LS Atrium, Madd Dogg.

- Clan Level 14 - 248,625 XP required:
- 180 XP maximum per member, 2.3x XP per activity.
- 20% Clan Job
- 30,000 Materials Lab

- Clan Level 15 - 283,500 XP required:
- 190 XP maximum per member, 2.4x XP per activity.
- 2 additional Clan Car Slots
- The clan owner can buy two more vehicles for the clan.
- The maximum price of a vehicle now increases to $10,000,000.

- Clan Level 16 - 320,625 XP required:
- 200 XP maximum per member, 2.5x XP per activity.
- $4,000 clan payday
- 1 New Interior
- The HQ interiors available at this level are: Off Track Betting, Meat Factory, Jefferson Motel, LS Atrium, Madd Dogg, LV Police HQ.

- Clan Level 17 - 360,000 XP required:
- 210 XP maximum per member, 2.6x XP per activity.
- 25% Clan Job

- Clan Level 18 - 401,625 XP required:
- 220 XP maximum per member, 2.7x XP per activity.
- 40,000 Materials Lab

- Clan Level 19 - 445,500 XP required:
- 230 XP maximum per member, 2.8x XP per activity.
- 30g Drugs Lab
- 1 New Interior
- The HQ interiors available at this level are: Off Track Betting, Meat Factory, Jefferson Motel, LS Atrium, Madd Dogg, LV Police HQ, Pleasure Domes.

- Clan Level 20 - 491,625 XP required:
- 240 XP maximum per member, 2.9x XP per activity.
- 10 versus 10 Wars between Clans
- Find more details about wars in War System.
- Custom Clan Crest.

- Clan Level 21 - 540,000 XP required:
- 250 XP maximum per member, 3x XP per activity.

- Clan Level 22 - 590,625 XP required:
- 260 XP maximum per member, 3.1x XP per activity.
- 50,000 materials capacity in the laboratory.

- Clan Level 23 - 643,500 XP required:
- 270 XP max per member, 3.2x XP per activity.
- 27% job earnings in the clan vault.

- Clan Level 24 - 698,625 XP required:
- 280 XP max per member, 3.3x XP per activity.
- $6,000 in clan vault money every payday.

- Clan Level 25 - 756,000 XP required:
- 290 XP maximum per member, 3.4x XP per activity.
- 40g of drugs in the lab.

- Clan Level 26 - 815,625 XP required:
- 300 XP maximum per member, 3.5x XP per activity.
- 60,000 materials capacity in the lab.
- 28% profit from jobs in the clan vault.

- Clan Level 27 - 877,500 XP required:
- 310 XP maximum per member, 3.6x XP per activity.
- Clan Order 1.
- Deagle with 75 bullets.
- 500 materials from the cost vault per package - to which an additional fee of 30% is added.
- The final price being 650 materials from the clan vault per package.

- Clan Level 28 - 941,625 XP required:
- 320 XP max per member, 3.7x XP per activity.
- $7,000 clan vault money every payday.
- Clan Order 2.
- Deagle with 75 bullets.
- AK-47 with 200 bullets.
- 3,200 vault materials cost per pack - plus a 20% surcharge.
- The final price is:
- 600 materials from the clan vault for package (order) 1.
- 3,840 materials from the clan vault for package (order) 2.

- Clan Level 29 - 1,008,000 XP required:
- 330 XP maximum per member, 3.8x XP per activity.
- 29% earnings from clan vault jobs.
- Clan Order 3.
- Deagle with 75 bullets.
- M4 with 200 bullets.
- 6,000 materials from the vault cost per package - to which is added an additional tax of 10%.
- The final price is:
- 550 materials from the clan vault for package (order) 1.
- 3,520 materials from the clan vault for package (order) 2.
- 6,600 materials from the clan vault for package (order) 3.

- Clan Level 30 - 1,076,625 XP required:
- 350 XP maximum per member, 3.9x XP per activity.
- 70,000 materials capacity in the laboratory.
- 30% earnings from jobs in the clan vault.
- Clan Order 4.
- Deagle with 75 bullets.
- M4 with 200 bullets.
- Rifle with 150 bullets.
- 7,000 materials from the cost vault per package - to which no additional fee is added.
- The final price being:
- 500 materials from the clan vault for package(order) 1.
- 3,200 materials from the clan vault for package(order) 2.
- 6,000 materials from the clan vault for package(order) 3.
- 7,000 materials from the clan vault for package(order) 4.
- Raid between clans
Raid System¶
- Clan Raids are an endgame feature unlocked at Clan Level 30. The system introduces mini-wars between two clans for control of a single Raid Turf.
- One clan attacks, the other defends, and the winner gains control of the territory.
- A raid has two phases:
- Lobby of 90 seconds before the battle starts
- Active match of 30 minutes after the start
- Raids can only be started between 08:00 – 02:00 and are blocked during Gang Wars / Clan Wars / Weekend Wars.
- A clan cannot:
- Attack its own owned turf.
- Attack a turf that is already being attacked by another raid.
- Attack if another initiated raid is defending.
- Defend or attack multiple raids simultaneously.
Raid Turfs and Claiming¶
- Unoccupied Raid Turfs can be claimed using /claimraidturf (inside the turf). The cost to claim is $50,000, 50g of drugs, 10,000 clan vault materials.
- The requirements for claiming a Raid Turf are:
- Clan Level 30+
- Clan Rank 6+
- Clan must be under the maximum turf limit
- After claiming, the turf receives 24-hour protection, during which it cannot be attacked.
- Additional rules:
- A clan can own a maximum of 5 Raid Turfs.
- After completing any raid, the turf goes on 24-hour cooldown.
- If a clan expires while owning turfs, they are automatically reset.
Starting the Raid and the Teams¶
- To start a raid, a member of the attacking clan must enter a Raid Turf owned by an enemy clan and use /raid.
- The raid can only be initiated if:
- Turf is active
- It is owned by an enemy clan.
- It is not on protection cooldown.
- It is not already raided by another clan.
- When using the /raid command:
- A 90-second lobby is created.
- The raid is announced to both clans.
- The initiator is automatically sent to the lobby.
- Members of both clans can join using /joinraid.
- The lobby is a safe zone: damage is blocked and players cannot fight.
- Team size is determined by the number of online members from both clans, using the smaller part for balance:
- 10v10 if both clans have at least 10 online.
- 6v6 if both have at least 6.
- 5v5 if both have at least 5.
- 3v3 is the minimum required (the raid cannot start below 3v3).
- Other rules to note:
- Teams are forced to be balanced.
- You cannot join if your side would outnumber the other.
- Neither team can exceed the current limit.
- The raid starts when:
- As soon as both sides reach the required limit.
- Or at the end of the lobby, using the highest valid limit reached (10/6/5/3).
- If no valid limit is reached (minimum 3v3), the raid is canceled, and the turf receives a short 5-minute cooldown.
- When a raid starts:
- Both teams are teleported to a dedicated arena.
- Friendly fire is disabled (you cannot damage teammates).
- Players will respawn in the arena during the match.
- After each respawn, players automatically receive the raid weapons they choose via the /guns command.
- A spawn protection is applied for 5 seconds (you cannot be killed for 5 seconds after respawning).
- This spawn protection is automatically removed if the player deals damage.
- If a team runs out of members during the raid (everyone leaves or disconnects), the raid ends immediately and the other team is declared the winner.
- Players can leave the raid using /leaveraid.
- The /clanresign command cannot be used in the lobby or during the raid.
- If a player disconnects during a raid, reconnecting will automatically bring them back into the same raid and teleport them to the arena if the raid is still in progress.
- A small health kit may appear upon player death:
- Picking it up grants +35 HP.
- The kit disappears after 20 seconds from spawning.
- There is a limit to the number of kits active simultaneously per raid.
- On each payday, each Turf Raid offers a random reward:
- 50% chance: $1,500 – $4,000.
- 35% chance: 8,000 – 15,000 materials.
- 15% chance: 2g – 5g drugs.
- The reward is displayed in the clan chat and is only received by the clan that owns the turf.
Scoring System and Raid Winning¶
- Raids use a points system. Each kill grants points to the killer's clan team.
- Points awarded based on weapon:
- Deagle: +1 point
- M4: +2 points
- Rifle: +3 points
- Fist: +5 points
- Any other weapon: +1 point
- The first team to reach 100 points instantly wins the raid.
- If the 30 minutes ends before a team reaches 100 points:
- The team withhigher score
- If the score is tied, the defenders win (tie advantage)
- Turf only changes ownership if the attackers win.
- If the attackers win but are already at the 5 turf limit, the raid is won, but the turf cannot be captured (cooldown applies anyway).
- If the server restarts during an active raid:
- The match is automatically closed
- The winner is decided based on the last saved score
- In case of a tie, the defenders win.
- Cooldown and ownership are applied accordingly
War System¶
- Clan Wars are unlocked starting at clan level 10, for 5 vs 5 wars, and from clan level 20 for 10 vs 10 wars.
- To be eligible for wars, the clan member must have at least 300 XP in the current week. If they don't have this XP, they cannot be added as a participant in wars.
- War participants can be chosen using the /clanmembers command by players with the minimum rank that the clan owner has set to have access to this command.
- The clan owner can change the minimum rank to be able to add/remove war participants using the /clanwar command.
- Also on the /clanwar command, the players who have been chosen to participate in wars can be viewed. Selecting a member from this list will remove them from wars.
- Wars between clans take place Saturday between 15:00 - 16:00.
- The list of war participants can be changed at any time, except during the war interval.
- The clan must have at least 5 players registered for war to participate
- Level 20 clans that fail to add a total of 10 participants to the list will participate with 5, the rest of the registered players will be eliminated randomly.
- If a level 20 clan has 10 participants on the list but cannot find an opponent with 10 participants, then it will participate in 5 versus 5 wars and 5 of the players registered on the list will be eliminated randomly.
- A war round lasts 30 minutes and any clan can have at most two wars during the war interval.
- Opponents are chosen randomly. In case the number of opponents is odd, then a randomly chosen clan will be eliminated because it has no opponent.
- Weapons can be changed during the war through the /guns command.
- Once you enter the turf you can no longer leave it except through death.
- Damage cannot be caused from outside the territory.
- Respawning on the turf will take place in opposite corners for the two clans, outside the turf.
During the war, every 5 minutes a bonus box will spawn randomly on the turf (images #9 and #10). There are a total of 4 types of bonus boxes, with the following characteristics:
-
Normal Box: 5,000 HP and offers 50 Bonus Points
- Master Box: 10,000 HP and offers 100 Bonus Points
- Champion Box: 15,000 HP and offers 150 Bonus Points
- Legendary Box: 20,000 HP and offers 200 Bonus Points
-
War participants can shoot boxes to destroy them. The clan that causes damage of at least half the box's HP will receive the bonus score offered by the box.
- The bonus box score can be attributed to war participants if they cause damage of at least 250 HP.
- There can be multiple boxes spawned simultaneously, but in the graphical interface above the radar you will only be able to see information for the last spawned box.
- The winner of the war will be the clan that achieved the highest result from adding the KDR with the total points accumulated from the bonus received from boxes.
- At the end of the war there will be a graphical interface with the winner, loser, and data about the war.
- Both clans will receive XP attributed to the clan, as follows:
- Winner: calculation formula - XP max per member * max participants per clan * 2
- Loser: calculation formula - XP max per member * max participants per clan
- As can be seen, the winner receives double XP compared to the loser.
Spray System¶
- There is a system that maintains competition between the clans of each RPG server, based on drawing building walls with graffiti (image #8).
- Killing opponents (rival clan members) is allowed as long as you are on duty (/clanduty).
- There are a total of 45 walls on which clan members can inscribe the name and TAG of the clan, 15 in each of the 3 cities.
- To get information about the areas where clan walls are located, the /clanzones command can be used.
- Every day at 19:00 (server time) the gold earnings for each clan will be calculated. The clan that has held a certain zone for the longest time will receive 10 gold. Example: If a clan has dominated 3 zones for the longest time, it will receive 30 Gold. The domination time of a zone will not increase at night (between 02:00 and 07:59).
- The domination time of a zone is calculated in points. There are a total of 540 domination points for each zone.
- To start the wall drawing process, use the /spray command.
- The /spray command only works if you are close enough to the wall to be drawn and if you are on duty.
- The /spray command cannot be used between 02:00 and 07:59.
- Once the /spray command is typed, the player has 90 seconds to finish drawing the wall.
- If clan members fail to finish drawing a wall to 100% in those 90 seconds, the wall will become available for drawing again.
- During the time when members of one clan are drawing a wall, no member of another clan will be able to use the /spray command on that wall.
- The only way to defend the clan's walls is to remove members of other clans from that area, through various methods (for example, killing them).
- When a member of a clan uses the /spray command, an informative message will be sent to the members of the clan that owns the attacked zone.
- A drawing on a wall consists of the clan name at the top and the clan TAG at the bottom.
- Players who are part of departments are not allowed to participate in spray activity.
Clan Duty¶
- To become a clan member on duty, the /clanduty command can be used.
- Players on duty (clan duty ON) will not be able to receive wanted as long as they are in one of the zones and kill other clan members.
- Players on duty (clan duty ON) who are in one of the zones will not be able to hurt other players who are not part of clans.
Clan Safe (Gold)¶
- Only the clan leader will be able to use the Gold earned within the clan.
- The leader can offer gold to their clan members using the /clangoldwithdraw command.
- Using the Gold earned within the clan, a leader can buy a new color for their clan using the /clancolor command.
Clan Order¶
- The ability to purchase weapons from the clan HQ is unlocked starting at level 27.
- You can use the /corder command to order the desired weapon pack.
- The command can be used once every 60 seconds.
- You can only order a pack if you have a valid weapon license.
Clan HQ¶
- The clan HQ can be obtained starting at clan level 5.
- Only members of the clan that owns it can enter an HQ.
- Members of other clans, whether allied or not with the HQ-owning clan, cannot enter the HQ.
- For forced entry (method available to department members and Hitmen Agency), the /ram command can be used at the entrance of each HQ.
Note: Using the /ram command to enter a clan HQ is restricted by the regulations of the two types of factions.
Note: Clan HQ interiors can be found here.
Clan Inactivity¶
Once a clan is considered inactive, its HQ is taken away so it can be taken by another more active clan. The criteria for releasing HQs are as follows:
- clan seniority minimum 1 month.
- under 10 members.
- XP accumulated over a month under 11,000.
Only clans that meet these conditions will be left without a clan HQ and monthly XP is reset at the beginning of each month. Monthly XP can be tracked using the [/claninfo] command in-game or on the website on the clan page. The XP progress section will be visible on the website only for clans under 10 members, with a minimum seniority of 1 month and that own an HQ.
Clan Vehicles¶
- Clans can own vehicles starting at level 6.
- The higher the clan level, the more expensive the vehicles it can own. For the maximum price of vehicles depending on clan level, visit the Level Benefits chapter.
- The /cvs command allows access to the clan garage.
- From here vehicles can be controlled such as: spawn/despawn, towing, unlocking, selling in Dealership, converting to VIP vehicle, changing VIP text/color, setting minimum rank for use.
- The /cvr command respawns all unused clan vehicles.
- The /park command is used to park a clan vehicle.
- Only members who have the minimum rank to drive that vehicle can park it.
- The /carcolor and /hiddencolor commands will be used to permanently change the vehicle color.
- The /buyclanvehicle command will be used at the Dealership to buy a clan vehicle.
- Clan vehicles have preset plates with the clan tag and these cannot be modified.
- Clan vehicles do not have stored mileage, after respawning their HP, tuning, and fuel are reset.
- Clan vehicles can be purchased from the Dealership even if they are not in stock.
- The stock will display exhausted only for vehicles that the current clan level cannot buy yet. More details in the Level Benefits chapter.
- Clan vehicles can be resold to the Dealership for 60% of their value or to other clan owners whose clan has the minimum level for those vehicles and has free slots.
- The owner of these clan vehicles is the clan itself, they do not have an owner on a specific player.
- Clan vehicles lose their hidden color or VIP attributes if they are sold to another clan owner.
- If the clan is sold in its entirety to another player, then clan vehicles retain their hidden and VIP properties.
- Vehicles are automatically transferred when the clan is sold through /trade.
Specific Commands¶
/trade¶
This command will allow you to sell the clan you own (cars and clan progress are not lost). Below you have the sale/purchase limits through trade:
Clans older than one month:
- Clan 15 Slots - maximum value $10,000,000
- Clan 25 Slots - maximum value $20,000,000
- Clan 50 Slots - maximum value $30,000,000
- Clan 75 Slots - maximum value $40,000,000
Clans newer than one month:
- Clan 15 Slots - maximum value $100,000
- Clan 25 Slots - maximum value $200,000
- Clan 50 Slots - maximum value $300,000
- Clan 75 Slots - maximum value $400,000
/c¶
- This command will allow you to talk to all members of the clan you are part of.
/claninvite¶
- This command allows inviting a player to the clan.
/tog¶
- This command allows blocking/unblocking certain things related to the clan such as clan chat.
/clanmembers¶
This command (image #2) will display all clan members (online, offline, afk) as well as:
- Player name
- Last server authentication date
- Rank
- Weekly XP number
When selecting a clan member, the clan owner will have an option regarding the member's power in the clan from where they can offer the following permissions:
- Access to invite a member to the clan.
- Access to remove a member from the clan.
- Access to open/close applications.
- Access to promotions/demotions.
- Access to apply/remove a clan warning.
- Access to enroll/remove members from clan wars.
/clanresign¶
- This command allows leaving the clan or giving it up if the owner uses it.
/setclanowner¶
- This command allows transferring clan owner status to another player.
/spray¶
- This command will allow you to conquer other zones (clan turfs) for your clan. To use this command you must be on duty for the clan.
/clanxp¶
- This command displays the current clan level, the XP held as well as the XP needed to unlock the next levels, as well as the benefits of each clan level.
/clanzones¶
- This command will display a table with all clan zones along with the name of the clan that owns the zone at that moment.
Note: You will receive 1 point at clanturf once every 2 minutes.
/corder¶
- This command allows you to get weapons from the clan HQ.
- There are 4 weapon packs in total:
- Order 1: Deagle - 75 bullets.
- Order 2: Deagle - 75 bullets + AK-47 - 200 bullets.
- Order 3: Deagle - 75 bullets + M4 - 200 bullets.
- Order 4: Deagle - 75 bullets + M4 - 200 bullets + Rifle - 150 bullets.
/raid¶
To be continued..
/joinraid¶
To be continued..
/claimraidturf¶

- This command allows you to claim a clan turf if it is not owned by any clan.
- The cost of claiming a clan turf is: $50,000, 50g drugs, 10,000 materials from the clan vault.
- Once the command is used, you are asked in a confirmation dialog if you are sure you want to purchase.
- After confirming, you will receive the turf for your clan along with 24-hour protection against attacks.
/clanzones¶
- This command allows you to view the list of all clan zones available on the server.
- Once a specific zone is selected, the server places a checkpoint on the map towards it.
/clancolor¶
- This command allows changing the color of the clan tag.
/clangoldwithdraw¶
- This command allows the clan leader to offer Gold from the clan safe to a certain member.
/cmotd¶
- This command allows setting an informative message by the leader or a rank 6 of the clan that will always be displayed when connecting to the server for clan members.
/clanrename¶
- This command allows renaming each rank in the clan.
/clandusty¶
- This command allows you to use your privileges for clan war, conquering clan areas, killing members of opposing clans without getting wanted on the clan turf, etc.
/clanturfs¶
- This command has the same effect as the /turfs command, but for clan zones.
/raidturfs¶
- This command allows you to show/hide raid zones between clans.
/raidzones¶
- This command displays a list of all raid zones between clans. (see image #6)
/clanleaders¶
- This command allows viewing a list of clan owners.
/ctalkpower¶
- This command allows setting a minimum rank to be able to communicate on clan chat.
/topclan¶
- This command will display the best clans on the server as well as the number of zones they own.
/clanwithdraw¶
- This command will allow you to withdraw money from the clan safe.
/clandeposit¶
- This command will allow you to deposit money in the clan safe.
/clanputmaterials¶
- This command will allow you to deposit materials in the clan safe.
/clanputdrugs¶
- This command will allow you to deposit drugs in the clan safe.
/clangetmaterials¶
- This command will allow you to withdraw materials from the clan safe.
/clangetdrugs¶
- This command will allow you to withdraw drugs from the clan safe.
/leaveraid¶
To be continued..
/clanwithdrawpower¶
- This command allows setting a minimum rank for using the /clanwithdraw command.
/claimhq¶
- This command allows acquiring a clan HQ from a certain level.
/leavehq¶
- This command allows giving up the current clan HQ.
/interiorhq¶
- This command allows changing the current HQ interior to a new one.
/claninfo¶
- This command allows viewing certain details about the clan such as: clan XP, vehicle slots, Claim HQ slots, Interior HQ slots.
/cvs¶
- This command accesses the clan garage from where vehicles can be controlled.
/cvr¶
- This command allows respawning all unused clan vehicles.
/buyclanvehicle¶
- This command allows purchasing vehicles for the clan from the Dealership.
/clanwar¶
- This command opens the dialog for configuring members who can participate in clan wars.
/guns¶
- This command allows you to choose the weapons you want to receive in clan wars.
/leavewar¶
- This command allows you to exit clan wars.
/clans¶
- This command allows viewing a list of all available clans and some details about them.