Optional Features
This section explains how the built-in features work and, if needed, how to make them compatible with other resources. These optional features can be configured in [configs/config.lua].
Dispatcher
How Does the Dispatcher System Work?
The dispatcher system lets dispatchers receive incoming calls and assign them to specific players. Only players with the predefined jobs and grades listed in
Config.Perms.Dispatchercan use this feature. When a player has dispatcher mode enabled, non-dispatchers will not receive any calls until a dispatcher assigns them one.
How to Enable Dispatcher Mode
Open the Dispatch UI, click the settings icon (top-right corner), and select “Toggle Dispatcher Mode.” If the option is greyed out or not clickable, you don’t have the required job or job grade.
How to Assign Units/Groups to a Notification
Right-click a notification on the Notification Panel (left side of your screen). If assigned successfully, the selected unit(s) will appear under “Units Responding” for that notification.
How to Speak on the Radio
While the large UI is open, click the “Voice ON” button (top-right corner). When enabled, the button will turn white. Then, press your radio push-to-talk key to speak on the radio.
How to Join, Leave, or Set Radio Channels
While the large UI is open, right-click a unit in the Unit List (top-right corner).
Click “Join Radio Channel” to connect.
Click “Leave Radio Channel” to disconnect.
Dispatch Settings
What Do the Settings Do and How Does This Work?
The Settings menu allows each player to customise their dispatch preferences to match their individual role-play needs. 🎥 Watch the short video below to learn how to open the settings.
Status
Your status shows other players what you’re currently doing — such as Available, Unavailable, Processing, Training, or Undercover. This status appears on the Units List as a colour indicator (e.g., 🟢 Green = Available, 🔴 Red = Unavailable, 🔵 Blue = Training). You can configure these statuses and colours in config_ui.js.

Dispatcher Mode
Enables Dispatcher Mode, allowing a player to act as a dispatcher. This option is only available if the player has the required permissions set in config.lua.

Job Call Commands
How Do Job Call Commands Work?
When a civilian uses a job call command (e.g., /911), a notification is sent to the relevant job — such as the police. You can configure multiple jobs to use this system.
After receiving a call, players in that job can respond using the
/replychat command. Calls can also be made anonymous by enabling the anonymous option when creating a notification. Anonymous calls hide the caller’s name and phone number, and display radius blips for an approximate location instead.
Player Blips
How Do the Blips Work?
The built-in player blips feature allows all players with the jobs listed in
Config.AllowedJobsto see each other on both the pause menu map and the mini-map.These blips display enhanced information pulled directly from the dispatch UI, including the player’s character name, callsign, radio channel, and vehicle type. Blips will also flash automatically when a player’s emergency lights are activated.
Police Alerts
How Do Police Alerts Work?
This dispatch system includes 11 built-in police alerts, each with its own random call chance and individual cooldowns, covering scenarios such as gunshots, speed cameras, car crashes, and more.
⚠️ Testing Note
When Config.Debug is enabled:
Police call chance is forced to 100%
Whitelisted jobs are ignored
Alert debug information is shown (This is for testing only and should be disabled in live servers.)
👁️ Witness Ped System
Nearby NPCs can act as witnesses and call the police if:
They are within a configurable distance
They have line of sight to the player
You can also configure:
Multiple witnesses calling police
A time window to harm or eliminate witnesses before they report
Blacklisted ped models
No-snitching zones where witnesses will never report crimes
📋 Included Police Alerts
Car Crash Triggers when you crash into another vehicle at or above a set minimum speed and come to a sudden stop.
Carjacking Police are called when you forcibly remove an NPC from their vehicle.
Explosion Detects explosions and alerts police.
Gunpoint Carjacking Pointing a gun at an NPC driver causes them to stop and flee, triggering an alert.
Gunshots
Nearby witnesses report the weapon type (pistol, rifle, shotgun, etc.).
If no direct line of sight, nearby NPCs may still report heard gunshots (single shots, rapid fire, loud weapons).
Supports weapon and zone whitelisting.
Melee Fight Triggered when you engage in a fist fight or melee combat with an NPC using fists, blunt weapons, or bladed weapons.
Reckless Driving Triggered when NPCs witness dangerous or high-speed driving.
Speed Trap Speed cameras trigger alerts when speed limits are exceeded and can issue fines.=
Vehicle Alarm Alerts police when a vehicle alarm is triggered due to break-ins or damage.
Vehicle Assault Triggered when running over an NPC with a vehicle.
Weapon Drawn Police are alerted when walking around with a visible weapon.
Radio Channels
How Do Radio Channels Work?
Radio channels allow players to see which channels others are using and quickly join or leave channels directly through the large dispatch UI.
You’ll need to use a compatible VOIP and radio resource. By default, cd_dispatch3d includes compatibility with TokoVOIP, Mumble, and pma-voice.
Where Are the Radio Channels Displayed?
Radio channels are shown in two places:
On the Dispatch UI
On the pause menu and mini-map blips


To update this information, an event must be triggered from your radio resource whenever a player (who has access to dispatch) joins, leaves, or changes a radio channel. The player’s new radio channel must be sent as the first argument.


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