Installation Guide
Follow these steps to install and configure cd_dispatch3d correctly.
1. Download
Download your resource from FiveM’s Portal.
Unzip the
cd_dispatch3d.zipfolder and place this folder in your server's resource folder.
2. Bridge
This resource is the core of all Codesign scripts. It handles framework connections, database setup, and error handling behind the scenes. When the bridge starts, it automatically detects and starts every compatible resource—including all Codesign scripts and any Codesign-compatible scripts you have installed.
Download cd_bridge from FiveM’s Portal.
Add cd_bridge to the bottom of your server start config (
server.cfg).
ensure cd_bridgeFor more information on how to install the bridge, check out the full guide.
3. Config.lua
You must review all configurable options in [cd_dispatch3d/configs/config.lua] and adjust them to suit your server’s needs.
Be sure to read the commented help text at the end of each line — it explains the purpose of each configuration option.

The most important config options are in the Important category at the top of config.lua.
All other settings are optional.

4. Configure Key Binds
Before Starting the Resource
Before launching this resource on your main or live server, we strongly recommend configuring your key binds, as this resource uses FiveM’s Key Mapping system.
Where Can I Configure My Key Binds?
You can configure all key binds directly in [cd_dispatch3d/configs/config.lua].
Why Is This Important?
Once a player joins your server with this resource running, you can no longer force key bind changes through the config file — players must adjust them manually through the in-game pause menu settings. However, any changes you make will still apply to new players who join afterward.
This system is more optimized and gives players the flexibility to customize their key binds for both keyboard and controller use. You can also review the Default Keybinds provided with this resource.

5. Replace Old Dispatch Alerts
Find the old alert
Red → Old dispatch alert
Green → Old alert replaced with
cd_dispatch3d
Not every resource will look the same, but the implementation concept remains identical.

Having trouble finding the old alert?
Trigger the Alert Where the Action Starts!
Dispatch alerts should be triggered where the event begins, for example:
When the robbery starts
When a crime is committed
❌ Bad Practice Triggering alerts inside an event that already broadcasts to all police:
Causes duplicate notifications
Creates duplicate blips
Results in dispatch spam
✅ Good Practice Trigger the alert:
At the source of the action
Before any police broadcast or blip creation
Let
cd_dispatch3dhandle visibility and syncing
Once you’ve found the old dispatch alert to replace, continue with Step 6.
6. Add New Dispatch Alerts
Compatible Integrations by Codesign
On our Resource Integration page, you can find a full list of pre-integrated and compatible scripts that work seamlessly with cd_dispatch3d and MDT integrations.
local data = exports['cd_dispatch3d']:GetPlayerInfo()
TriggerServerEvent('cd_dispatch:AddNotification', {
job_table = { 'police', 'sheriff' },
coords = data.coords,
title = '10-15 - Store Robbery',
message = 'A ' ..data.sex.. ' robbing a store at ' ..data.street,
flash = false,
sound = 1,
blip = {
sprite = 431,
scale = 1.2,
colour = 3,
flashes = false,
text = '911 - Store Robbery',
time = 5,
radius = 0,
}
})TriggerEvent('cd_dispatch:AddNotification', {
job_table = { 'police', 'sheriff' },
coords = vector3(0, 0, 0),
title = '10-15 - Store Robbery',
message = 'A person robbing a store',
flash = 0,
sound = 1,
blip = {
sprite = 431,
scale = 1.2,
colour = 3,
flashes = false,
text = '911 - Store Robbery',
time = 5,
radius = 0,
}
})Player Info Export Reference
The following export is used in the example above:
local data = exports['cd_dispatch3d']:GetPlayerInfo()
data.ped -- Player ped ID (e.g., 123456789)
data.coords -- Player coordinates (vector3)
data.street_1 -- Street name (e.g., "Palomino Ave")
data.street_2 -- Area name (e.g., "Legion Square")
data.street -- Full location (e.g., "Palomino Ave, Legion Square")
data.sex -- Ped sex (e.g., "Male")Dispatch Alert Variable Reference
job_table
{'police', 'sheriff}
List of jobs that will receive the dispatch alert.
coords
vec3(0.0, 0.0, 0.0)
World coordinates where the alert occurred.
title
'10-19 Robbery'
Title displayed in the dispatch UI, usually 10 codes.
message
'Robbery in progress'
Main description shown to responders.
flash
true
Whether the alert flashes on the UI. (true/false)
sound
1
Dispatch alert sound.
Editable in BlipSound() (client/other/functions.lua).
1 = single alert, 2 = double alert, 3 = panic alert.
blip
Map blip configuration (see below).
blip.scale
1.2
Blip size on the map: 0.1-2.0.
blip.flashes
true
Whether the blip flashes. (true/false)
blip.time
5
Time until blip fades and deletes (minutes)
blip.radius
0
Randomize coords; use a radius blip.
0 disables it, 50–100 recommended.
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