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QBCore Dispatch

Integrated with ps-mdt

For all support questions, ask in our Discord support chat. Do not create issues on GitHub if you need help. Issues are for bug reporting and new features only.

Installation

  • Download ZIP
  • Drag and drop resource into your server files
  • Start resource through server.cfg
  • Drag and drop sounds folder into interact-sound\client\html\sounds
  • Restart your server.

Preset Alert Exports.

- exports['ps-dispatch']:VehicleShooting(vehicle)

- exports['ps-dispatch']:Shooting()

- exports['ps-dispatch']:OfficerDown()

- exports['ps-dispatch']:SpeedingVehicle(vehicle)

- exports['ps-dispatch']:Fight()

- exports['ps-dispatch']:InjuriedPerson()

- exports['ps-dispatch']:DeceasedPerson()

- exports['ps-dispatch']:StoreRobbery(camId)

- exports['ps-dispatch']:FleecaBankRobbery(camId)

- exports['ps-dispatch']:PaletoBankRobbery(camId)

- exports['ps-dispatch']:PacificBankRobbery(camId)

- exports['ps-dispatch']:PrisonBreak()

- exports['ps-dispatch']:VangelicoRobbery(camId)

- exports['ps-dispatch']:HouseRobbery()

- exports['ps-dispatch']:DrugSale()

- exports['ps-dispatch']:ArtGalleryRobbery()

- exports['ps-dispatch']:HumaneRobery()

- exports['ps-dispatch']:TrainRobbery()

- exports['ps-dispatch']:VanRobbery()

- exports['ps-dispatch']:UndergroundRobbery()

- exports['ps-dispatch']:DrugBoatRobbery()

- exports['ps-dispatch']:UnionRobbery()

- exports['ps-dispatch']:YachtHeist()

- exports['ps-dispatch']:CarBoosting(vehicle)

- exports['ps-dispatch']:CarJacking(vehicle)

- exports['ps-dispatch']:VehicleTheft(vehicle)

- exports['ps-dispatch']:SuspiciousActivity()

- exports['ps-dispatch']:SignRobbery()

Sample Preview

image

Configuring Departments

  1. Open config.lua and add all the jobs you want to use for the alerts
Config.AuthorizedJobs = {
    LEO = { -- this is for job checks which should only return true for police officers
        Jobs = {['police'] = true, ['fib'] = true, ['sheriff'] = true},
        Types = {['police'] = true, ['leo'] = true},
        ...
    },
    EMS = { -- this if for job checks which should only return true for ems workers
        Jobs = {['ambulance'] = true, ['fire'] = true},
        Types = {['ambulance'] = true, ['fire'] = true, ['ems'] = true},
        ...
    },
    ...
}
  • Jobs is the list of jobs that will be checked for the department
  • Types is the list of job types that will be checked for the department
  • The Check and FirstResponder tables should not be edited

Department Specific Alerts

  1. Open sv_dispatchcodes.lua and add the department you want to add to the list for the alert you want them to receive
    -- All jobs with the LEO type will receive this alert
    ["shooting"] =  {displayCode = '10-13', description ="Shots Fired", radius = 0, recipientList = {'LEO', 'police'}, blipSprite = 110, blipColour = 1, blipScale = 1.5, blipLength = 2, sound = "Lose_1st", sound2 = "GTAO_FM_Events_Soundset", offset = "false", blipflash = "false"},
    
    -- Police and FIB will receive this alert, but not other LEO jobs
    ["shooting"] =  {displayCode = '10-13', description ="Shots Fired", radius = 0, recipientList = {'police', 'fib'}, blipSprite = 110, blipColour = 1, blipScale = 1.5, blipLength = 2, sound = "Lose_1st", sound2 = "GTAO_FM_Events_Soundset", offset = "false", blipflash = "false"},
  • recipientList is the list of departments that will receive the alert
  1. Open cl_events.lua and add the department to the corresponding alert to the one you edited above
local function Shooting()
    local currentPos = GetEntityCoords(PlayerPedId())
    local locationInfo = getStreetandZone(currentPos)
    local gender = GetPedGender()
    local PlayerPed = PlayerPedId()
    local CurrentWeapon = GetSelectedPedWeapon(PlayerPed)
    local weapon = WeaponTable[CurrentWeapon] or "UNKNOWN"
    TriggerServerEvent("dispatch:server:notify", {
        dispatchcodename = "shooting", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
        dispatchCode = "10-11",
        firstStreet = locationInfo,
        gender = gender,
        weapon = weapon,
        model = nil,
        plate = nil,
        priority = 2,
        firstColor = nil,
        automaticGunfire = false,
        origin = {
            x = currentPos.x,
            y = currentPos.y,
            z = currentPos.z
        },
        dispatchMessage = _U('shooting'),
        job = {"police", "fib"} -- has to match the recipientList in sv_dispatchcodes.lua
    })
end
  • job is the list of departments that will receive the alert

Creating New Alerts

  1. Create a client event that will be triggered from whatever script you want
local function FleecaBankRobbery(camId)
    local currentPos = GetEntityCoords(PlayerPedId())
    local locationInfo = getStreetandZone(currentPos)
    local gender = GetPedGender()
    TriggerServerEvent("dispatch:server:notify",{
        dispatchcodename = "bankrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
        dispatchCode = "10-90",
        firstStreet = locationInfo,
        gender = gender,
        camId = camId,
        model = nil,
        plate = nil,
        priority = 2, -- priority
        firstColor = nil,
        automaticGunfire = false,
        origin = {
            x = currentPos.x,
            y = currentPos.y,
            z = currentPos.z
        },
        dispatchMessage = "Fleeca Bank Robbery", -- message
        job = {"police"} -- jobs that will get the alerts
    })
end exports('FleecaBankRobbery', FleecaBankRobbery)
  1. Add Dispatch Code in sv_dispatchcodes.lua for the particular robbery to display the blip

["storerobbery"] is the dispatchcodename you passed with the TriggerServerEvent in step 1

	["bankrobbery"] =  {displayCode = '10-90', description = "Fleeca Bank Robbery In Progress", radius = 0, recipientList = {'police'}, blipSprite = 500, blipColour = 2, blipScale = 1.5, blipLength = 2, sound = "robberysound"},

Information about each parameter is in the file.

Alerts with Vehicle Information

  1. If you want to display vehicle information with a particular alert, you need to pass the vehicle along with the exports like this
exports['ps-dispatch']:TestVehicleAlert(vehicle)

and its function in ps-dispatch would look like this

local function TestVehicleAlert(vehicle)
    local vehdata = vehicleData(vehicle)
    local currentPos = GetEntityCoords(PlayerPedId())
    local locationInfo = getStreetandZone(currentPos)
    local heading = getCardinalDirectionFromHeading()
    TriggerServerEvent("dispatch:server:notify",{
        dispatchcodename = "speeding", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
        dispatchCode = "10-11",
        firstStreet = locationInfo,
        model = vehdata.name, -- vehicle name
        plate = vehdata.plate, -- vehicle plate
        priority = 2, 
        firstColor = vehdata.colour, -- vehicle color
        heading = heading, 
        automaticGunfire = false,
        origin = {
            x = currentPos.x,
            y = currentPos.y,
            z = currentPos.z
        },
        dispatchMessage = "Speeding Vehicle",
        job = {"police"}
    })
end 

exports('SpeedingVehicle', SpeedingVehicle)

Custom Alert Handler

exports["ps-dispatch"]:CustomAlert({
    coords = vector3(0.0, 0.0, 0.0),
    message = "Criminal Activity",
    dispatchCode = "10-4 Rubber Ducky",
    description = "Blip Name here",
    radius = 0,
    sprite = 64,
    color = 2,
    scale = 1.0,
    length = 3,
})

Table Arguements:

displayCode -- The code for the alert ( 10-4, 10-11, 400-9, etc)
message -- Alert message
gender -- TRUE/FALSE  to enable gender data on the alert
plate  -- Plate of a vehicle
priority -- Priority of the alert
firstColor -- Color of the vehicle
automaticGunfire -- TRUE/FALSE Automatic weapon
camId -- Camera ID
callsign -- Callsign on the player
name -- Name of the player
doorCount -- Number of doors the vehicle has
heading -- Heading of an entity
description -- Name of the blip 
radius -- if the blip has a radius
recipientList -- { "police", "ems", "pbso" } Jobs that get the alert 
blipSprite -- Blip Sprite
blipColour -- Blip Color
blipScale -- Blip Color 
blipLength -- Blip Length : How long it stays on the map
offset -- Offset of the blip
blipflash -- If the blip flashes or not
sound -- GTA sound to play 
sound2 -- GTA sound to play

Credits

  • Castar#5040 for the waypoint snippet.

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