Dispatch Console¶
The Dispatch Console (/dispatch) is mission control for your community: a live picture of every call and on-duty unit, a real-time map, 911 call-taking, and every tool needed to create, assign, and close calls. Open it from the Dispatch tile on the community hub.
The console is a Windows-style CAD terminal. Everything updates in real time over the live connection, and multiple dispatchers can work the same board at once (each on their own saved layout).
Going in-service¶
Opening the console shows a Dispatcher Login gate. You're signed in as your operator account; go in-service to open the board and start taking 911 calls.
- Going in-service registers you as an active dispatcher on the selected server. This is what routes 911 calls to a live call-taking panel — if no dispatcher is in-service, in-game 911 calls fall through to pending incidents on the board instead of ringing a call-taker.
- Your session sends a periodic heartbeat. If you close the console (or navigate to the hub), it drops you out of service so the active-dispatcher count stays accurate.
- On a multi-server community you only take that server's 911 calls, units, and tones.
Dispatcher badge IDs
Dispatcher actions (answering, dispatching, comments) are attributed to your dispatcher badge ID (e.g. SAJOSM001), not your real name.
Coverage & dispatch zones¶
Admins define dispatch zones (e.g. North, County-Wide, State-Wide) in Admin. Coverage lives on your in-service dispatcher session, so any in-service dispatcher can click Coverage in the command bar to pick the zone(s) they're covering (it isn't gated to a Dispatch-typed unit). Chat and calls can then be addressed to a zone code, and your coverage shows to other operators on the Dispatchers panel (F10).
Console layout¶
┌───────────────────────────────────────────────────────────────────────┐
│ ◈ PulseCAD CAD – Dispatch Console — ▢ ✕ │ ← title bar
├───────────────────────────────────────────────────────────────────────┤
│ [+ New Call F3] [🎙 Recordings] [✎ Edit Board] [🔔 Sound] [📢 Signal 100]│ ← toolbar
│ [Board][911][Map][Unit Cams][BOLOs][Roads & Signs][Lookup][CAD Log]… │ ← view tabs
├───────────────────────────────────────────────────────────────────────┤
│ ● ON DUTY · Operator … · Coverage … CMD> ______________ 12:04 │ ← command bar
├───────────────────────────────────────────────────────────────────────┤
│ (active view) │
└───────────────────────────────────────────────────────────────────────┘
ALL CAPS entry
Every text field on the dispatch console types in ALL CAPS automatically — the way a real CAD terminal works. You don't need to hold shift.
Toolbar buttons¶
| Button | Key | What it does |
|---|---|---|
| New Call | F3 | Open the New Incident form (create a call from scratch) |
| Recordings | Browse all 911 voice recordings for the community | |
| Edit Board | Toggle layout editing — drag/resize/add/remove board panels | |
| Sound On / Muted | Toggle the console's audio alerts (new call, priority, panic, ring) | |
| Signal 100 / Clear Broadcast | Raise (or clear) a station-wide emergency-traffic broadcast |
View tabs¶
| Tab | Key | Shows |
|---|---|---|
| Board | F1 | On-duty units and active/pending calls, side by side (the default) |
| 911 | F2 | The incoming-911 queue (ringing + being-worked calls) |
| Map | F4 | Every on-duty unit on the live GTA-V map + active-call pins |
| Unit Cams | Grid of on-duty units; click one to view its latest body-cam frame | |
| BOLOs | F7 | Be-on-the-lookout entries (person / vehicle / general) |
| Roads & Signs | F8 | The combined DOT board — active road events plus in-game roadway smart signs (when configured) |
| Lookup | F5 | Quick plate / person / firearm / boat queries |
| CAD Log | F9 | A running community activity log |
| Messages | F6 | Dispatch ↔ unit messaging |
| Dispatchers | F10 | Presence panel of every in-service dispatcher and the coverage they hold |
The command bar¶
The CMD> line is a fast, radio-style way to update units and calls without touching the mouse. It's lenient about spacing, casing, and abbreviations. The general shape is:
Press Enter to run. Type HELP (or ?) for an inline reminder.
Create a call¶
The command bar does more than update units — it can create a whole incident from one order-independent line of natural language. Type a callsign, a call type, an address, and any vehicle/plate details in any order and it assembles the call for you:
That line creates a TRAFFIC STOP incident, attaches unit 1864, puts the address and vehicle description on the call, and auto-runs the plate NKP305 (attaching the return to the call log). The parser is deterministic: it recognizes call types, street names, colors/makes, and plate patterns regardless of the order you type them. So the command bar isn't limited to status/clear/attach/note; it's a full call-creation shortcut.
Set a status¶
5361 ENROUTE 239 → adds 5361 to call #239 (if not already), sets ENROUTE
5361 ON SCENE → marks 5361 ON SCENE (must already be on a call)
5361 O/S 239 → attaches to #239 and marks ON SCENE
5361 AVAIL → clears 5361 back to available
If you include a call number, the unit is attached to that call first (as an active dispatch), then the status is set. Scene/enroute-type statuses require the unit to be on a call — if it isn't and you didn't give a call#, the bar tells you to add one.
Clear / close a call¶
5361 CLEAR INFO → closes the unit's call with disposition INFO
5361 CLEAR → closes it with no disposition
5361 CLEAR 239 GOA → closes a specific call (#239) with disposition GOA
Attach, dispatch, detach¶
5361 ATTACH 239 → attach 5361 to #239 (ASSIGN / ADD also work)
5361 DISPATCH 239 → attach 5361 to #239 AND set ENROUTE (DISP / SEND also work)
5361 DETACH → remove 5361 from its call (call stays open)
Add a note¶
5361 NOTE SHOTS FIRED → adds a comment (tagged with the callsign) to the unit's call
5361 NOTE 239 SUSPECT FLED → note onto a specific call
Leniency & guardrails¶
- Callsign matches exactly, or by a unique prefix.
- Call numbers match by their trailing digits, so typing
239finds26000239. - Aliases only resolve to statuses your community actually has configured.
- If a unit is already on a different call, the bar tells you to clear that one first instead of failing silently.
Status abbreviations¶
Statuses are matched by their code, label, short label, or any of these aliases (spaces, dashes, slashes, and dots are ignored, so ON SCENE, O/S, os, and 10-97 all work):
| Status | Accepts |
|---|---|
| Available | AVAIL AVAILABLE AVL AV IN SERVICE IS FREE READY 10-8 8 |
| Enroute | ENROUTE ENRT ENR ER E/R RESP RESPONDING OMW 10-76 76 |
| On Scene | SCENE ON SCENE OS O/S ARR ARRIVED 10-97 97 10-23 23 |
| OK / Code 4 | OK CODE 4 C4 10-4 |
| Unable / Busy | UT UNABLE BUSY 10-6 |
| Advised | AD ADVISED |
| Out of Service | OOS OUT OF SERVICE 10-7 7 |
| Transport (Fire/EMS/Tow) | TRANS TRANSPORT TRANSPORTING 10-15 |
| In Tow (Tow) | TOW INTOW TOWING |
| At Hospital (Fire/EMS) | HOSP HOSPITAL |
| Staging | STAGE STAGING STAGED |
The board¶
The default Board view is two panels: Units and Incidents (active + pending), plus an incident detail panel when you select a call.
Units panel¶
Units are grouped by department. Each row shows the callsign, a colored status dropdown (change status inline), and its location. Notable indicators:
- A DC badge marks a unit whose game session dropped (within the disconnect grace period).
- A status-check button appears when a unit has held a status too long with no change — click it to ping their MDT.
- A PANIC clear button appears on a unit in distress.
- Unassign removes a unit from the call it's on.
Incidents panel¶
Active and pending calls, color-coded by priority (P1 is highest). Each row shows the call number, type/nature, assigned units (with a count badge), and an age timer. A scene timer chip shows when an officer-safety welfare timer is running (and turns to a warning when it expires).
Selecting a call opens the detail panel with three tabs:
- Comments — the numbered call log. Every attach/detach, status change, and note is recorded. Add a comment inline (with Correct Text, below). The folded 911 transcript appears here as a system entry.
- Units — attached units, the primary, ACK/UNACK state, and a one-click Dispatch nearest available unit.
- Caller — caller name/phone, and Call Back Caller for reachable callers.
Creating & editing calls¶
New Call (F3) opens the New Incident form:
| Field | Notes |
|---|---|
| Call Type | Sorted alphabetically. Picking a type auto-fills the Priority and a default Nature. |
| Priority | P1–P4; auto-set from the call type, editable. |
| Nature | Free text (required). |
| Division | Which department the call is for (or Any). |
| Location | Structured: Postal, Street (+ cross street), and an optional Location landmark. A real address is required; the landmark is an extra descriptor. |
| Caller | Optional name + phone. |
Calls created here, in-game, and by officers all flow onto the same board. Edit an existing call from its detail panel to change any of these.
Postals
A postal is the numbered callout reference FiveM communities use. Live 911 callers bring their street in automatically from in-game GPS; a manually-entered postal is stored as the location reference. Postal packs are chosen in Admin.
911 call-taking¶
When an in-game 911 comes in (and a dispatcher is in-service), it rings on the console and appears in the 911 queue. Open it to answer.
The call-taking panel has two halves:
Left — the caller & conversation
- Source, Caller (name/phone, or Anonymous), and Location.
- Triangulate Location — runs a short simulated trace; the caller's location stays hidden until it completes (anonymous callers can't be traced).
- Call Back Caller — opens a live voice callback window for reachable callers.
- Live voice — if the caller placed a voice 911, the voice panel connects both directions (with hold support).
- Text thread — the caller's
/t911messages. Reply to the caller, or add an internal-only note.
Right — create the incident
The form mirrors the New Incident layout: Call Type → Priority (auto) → Nature → Division, the structured Location block, and Caller fields. Caller name/phone auto-import from the 911 (and are editable); once you triangulate, the caller's street/postal auto-fill the location.
- Create & Dispatch builds the formal call, folds the full 911 text thread into it as a transcript, and takes you straight to the new call on the board.
- Hang Up (no call) closes the 911 without creating a call (false alarm / handled verbally).
Caller hung up
If the caller drops, you can still create a call from what was gathered — nothing is lost.
Assigning, statuses & dispositions¶
- Attach units to a call and mark one primary; Dispatch nearest available picks the closest free unit.
- Statuses are color-coded and, for call-statuses (Enroute/Scene/etc.), require the unit to be attached. Every status change is timestamped in the call log.
- Close a call with a disposition. Common codes:
ARR(Arrest),CIT(Citation),WARN(Warning),GOA(Gone on Arrival),INFO(info only) — any text is accepted. - Reopen a closed call to put it back on the board (history is kept).
- Merge one call into another (the source is closed and its comments copied over).
- Secondary location and Transport can be recorded on a call.
- Scene timer — set an officer-safety welfare timer on a call; it warns when it expires.
ALL CAPS & Correct Text¶
Dispatch runs ALL CAPS. On the message and comment composers there's also a Correct Text button:
- It sends your message to a server-side spell-check that fixes spelling and typos without rephrasing — 10-codes, callsigns, plates, postals, and street names are preserved — and returns it in ALL CAPS.
- Then you send normally (Enter or Send). You never have to use it; it's a one-click cleanup.
Requires AI
Correct Text uses your community's configured AI key (Admin → AI Assist). Without one it simply uppercases the text.
Broadcasts, signs & cams¶
- Signal 100 / Emergency Traffic — raise a station-wide broadcast (with presets like Signal 100, Emergency Traffic, 10-3). It shows on every MDT and in-game until cleared.
- Smart Signs — update in-game roadway sign text (requires configured signs + access).
- Unit Cams — a grid of on-duty units; click one to view its latest live body-cam frame.
- Recordings — browse and play the community's 911 voice recordings, with transcripts where available.
Panic & distress¶
When a unit signals PANIC (in-game, or via the panic control), the console shows a red OFFICER DISTRESS banner with the unit, its location, and the associated call, and sounds a repeating alarm until it's cleared.
Editable board layout¶
Click Edit Board to rearrange the console:
- Drag a panel by its header to move it; drag the bottom-right corner to resize.
- Add / remove widgets (Units, Incidents, 911 Queue, Map, Messages, Dispatchers, etc.).
- Your layout is saved per dispatcher — every operator keeps their own arrangement.
Multi-monitor pop-out¶
Any board panel, the map, or an incident-detail view can pop out into its own OS window. Drag it to a second monitor and it stays live, updating in real time alongside the main console. Dispatchers running multiple screens can keep the map on one display, the incident they're working on another, and the board in the middle.
Keyboard shortcuts¶
| Key | Action |
|---|---|
| F1 | Board |
| F2 | 911 Queue |
| F3 | New Call |
| F4 | Map |
| F5 | Lookup |
| F6 | Messages |
| F7 | BOLOs |
| F8 | Roads & Signs |
| F9 | CAD Log |
| F10 | Dispatchers |
The map
The dispatch map shows all on-duty units — they appear once on duty and, with FiveM connected, move live. Active calls are pinned by their postal/location. See Live Unit Tracking.