Explore Goldline

Type to search the city.

USE THE PLAYER INTERACTION MENU

Stand within three metres of the person you want to interact with, face them and press F7 (default binding), or use /interact or /playermenu. Check that you have selected the intended person before choosing an action. The menu keeps that target for the interaction; moving away can invalidate it.

Social contains Show ID, handshake and hug requests. Give / payments contains items, cash, vehicle keys and bills. Move person contains carry, shoulder carry, piggyback, drag, release and vehicle placement. Equipment covers restraints, bags, gags and trackers. Search, Medical and Job actions appear according to your permissions and the situation.

An action may need you to move closer even though the menu opened successfully. Handcuffs require the relevant item and a one-metre distance; frisking and attaching a tracker require you to be closer still. Medical revival requires a dead target and a defibrillator. Job actions depend on your active job and sometimes rank.

Use Next page to see actions beyond the first six. If an action is missing or refused, check your inventory, distance, active job and whether either person is in a vehicle, dead or already being carried.

GREETINGS AND SHARED ACTIONS

Request a handshake or hug, show your ID, give an item or send a bill. Shared greetings use requests, while other interactions can require equipment or a particular job. The menu shows relevant actions for the situation.

CARRY, PIGGYBACK AND DRAG

Stand near the intended player or select them through the interaction menu. /carry, /carryback and /piggyback use different carrying positions. /drag starts the player-drag action. Stay close enough for the selected person to remain eligible.

/stand stops the supported carrying attachment. These actions move the person; they do not heal injuries, revive an unconscious patient or replace a stretcher.

Local NPC dragging has a separate Left Alt + X control. Left Ctrl + F attempts to pull an occupant out of a nearby vehicle. Check who and what you are targeting before using a physical interaction.

EMOTES, GESTURES AND SITTING

F3 opens the emote menu, and Left Shift + F3 opens the other animation menu. /e name or /emote name starts a named emote. /emotes lists choices; /walk name and /walks handle walking styles. Some prop emotes require the matching inventory item.

Use /emotebind and /emotebinds to manage supported emote shortcuts. /nearby offers shared emotes. Select the intended partner and wait for the shared interaction rather than starting unrelated animations on both characters.

Hold B to point; Left Shift changes the pointing style and Left Ctrl permits the vehicle version. Left Shift + E uses a supported bench or seat. Left Shift + G raises your hands, U toggles ragdoll while on foot, and Left Shift + X cancels supported animations while unarmed.

Left Alt + E slaps a nearby person. Tackling has separate running and jumping interactions; use the controls reference for the relevant shortcut. Physical emotes can interrupt another action, so finish a trade or treatment first.

NOTES AND SMALL DETAILS

Use a notepad item to write during roleplay. Dice rolls, facial expressions and other small actions are listed in the command reference. For music, recording and graffiti, see media and entertainment.

MAKE IT RAIN

Use /rain while on foot for the cash-throwing celebration. It plays a brief animation with banknote effects, then clears the prop.

This is an emote. To pay another player, use the actual money-giving or banking action rather than relying on the visual banknotes.

LOCAL DESCRIPTIONS AND PUBLIC MESSAGES

/me followed by text displays a nearby roleplay action above your character. Describe an observable action, such as /me checks the damaged front wheel. Text chat and voice are separate ways of communicating.

/twt publishes a Twitter-style message, /atwt uses the anonymous version, and /ad creates an advertisement through its supported flow. These reach a different audience from a local /me description. Check the chat channel and any charge before sending a public announcement.

The city also supports ambient conversations with locals. Nearby NPC dialogue belongs to that interaction and is separate from speaking through another player's voice connection.

All featuresFood, sleep and everyday needsInventory, items and storagePhones and communicationPets and companionsEquipment and useful itemsMusic, media and street art

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