Configuration
All configuration is done in config.lua. Below is a breakdown of each section.
General Settings
lua
Config.OpenMenuKey = 'F9' -- Key to open dispatch menu
Config.EnableUnitArrivalNotice = true -- Notify caller when a unit accepts
Config.EnableMapBlipsForUnits = true -- Show unit vehicles on the map
Config.AddCallBlips = true -- Create blips at call locations
Config.CallBlipDisappearInterval = 500 -- Blip fade time (ms)
Config.DefaultAlertDelayBeforeTriggering = 2 -- Seconds before alert fires
Config.EnableAlertAndDispatchAccessOnlyOnDuty = true -- Restrict to on-duty onlyJob Departments
You can configure up to 3 job departments. Each one appears as a column in the dispatch UI.
lua
Config.Job1 = {
job = 'police',
label = 'Police Department',
callCommand = '911', -- Player command to send message calls
color = 'blue', -- CSS color class for unit display
blipColor = 3, -- Map blip color
canRequestLocalBackup = true, -- Request help from same department
canRequestOtherJobBackup = true, -- Request help from other departments
forwardCall = true, -- Can forward calls to other jobs
canRemoveCall = true, -- Can delete calls from the board
}
Config.Job2 = {
job = 'ambulance',
label = 'EMS',
callCommand = '103',
color = 'green',
blipColor = 2,
-- ...
}
Config.Job3 = {
job = 'mechanic',
label = 'Mechanic',
callCommand = '202',
color = 'orange',
blipColor = 17,
-- ...
}Department Linking
Map similar jobs to a main department so they share the same dispatch column:
lua
Config.SameDepartementJobs = {
['sheriff'] = 'police',
['fbi'] = 'police',
['state'] = 'police',
}Players with the sheriff job will appear in the Police column and receive police calls.
Call Blips
Customize the default blip appearance for command-triggered calls (e.g. /911):
lua
Config.callCommandSprite = 480 -- Blip sprite ID
Config.callCommandColor = 1 -- Blip color IDShooting Alerts
Automatic alerts when players fire weapons in configured zones.
lua
Config.EnableShootingAlerts = true
Config.ShotFireIsPriority = false -- Mark as URGENT call
Config.NPCShootingReport = false -- Require nearby NPC to "call it in"
Config.NPCReportRadius = 30.0 -- NPC detection distance
Config.NPCReportTime = 5 -- Seconds for NPC to report
Config.SilencerDontTriggerAlert = true -- Silenced weapons don't triggerShooting Zones
Define areas where shooting alerts can trigger:
lua
Config.ShootingZones = {
{ coords = vector3(215.0, -810.0, 30.0), radius = 300.0 },
{ coords = vector3(-1037.0, -2737.0, 20.0), radius = 200.0 },
-- Add more zones...
}Whitelists
Exempt specific jobs or weapons from triggering shooting alerts:
lua
Config.JobWhitelisted = {
'police', 'sheriff', 'ambulance',
}
Config.WeaponWhitelisted = {
'weapon_stungun', 'weapon_fireextinguisher',
}Vehicle Alerts
Carjacking Alerts
lua
Config.EnableCarJackingAlert = true
Config.ChanceToGetCarjackingAlert = 0.6 -- 0-1 probability
Config.NPCCarjackReport = false -- Require NPC witnessCar Theft Alerts
lua
Config.EnableCarTheftAlert = true
Config.ChanceToGetCarTheftAlert = 0.5 -- 0-1 probability
Config.NPCCarTheftReport = false -- Require NPC witnessTIP
Set the chance values between 0 (never triggers) and 1 (always triggers) to balance realism. A value of 0.5 means roughly half of all thefts will generate an alert.
