gearsConfiguration

0R Dispatch Configuration

0r-Dispatch — Config Guide

This guide explains every option in shared/config.lua. You can change these values to match your server without touching the rest of the code. Each section describes what the setting does and what you can safely change.


Table of Contents

  • Commands

  • Who Can Do What

  • Language & Interface

  • Notifications & Sounds

  • Alert Popups & Map

  • Alert Codes

  • Map Blips (Icons)

  • Character & Buttons

  • Zone Editor Controls

  • Notification System (Advanced)


Commands

These are the chat commands players or admins type to open dispatch features.

Setting
What it is
Example

Config.DispatchAdminCommandName

Command to open the Dispatch Admin Panel (themes, alert types, zones, settings). Usually for admins only.

'disadmin' → players type /disadmin

Config.CustomAlertCommand

Command for civilian / 911-style reports. When a player types this, they can send a custom alert (e.g. “suspicious person”) to police/EMS.

'911' → players type /911

Config.OpenDispatchMenuCommandName

Command to open the Dispatch List (history of past alerts). Used by jobs that receive alerts (e.g. police) to see and manage calls.

'openedlist' → players type /openedlist

In short: Change these if you want different command names (e.g. /dispatch instead of /disadmin). Use names that are easy to remember and don’t conflict with other scripts.


Who Can Do What

This section controls which jobs can use certain dispatch features.

Config.DispatchHistoryJobs

What it does: Defines which jobs can open the Dispatch List (the menu that shows past alerts). Usually police and ambulance need this; other jobs might not.

Format: A list of job names, exactly as they appear in your framework (QBCore, ESX, etc.).

You can: Add or remove job names. Use the exact job name from your server (e.g. 'sheriff', 'bcso'). If a job is not in this list, players with that job cannot open the dispatch history menu (even if they receive alerts on screen).


Language & Interface

Config.Languages

What it does: Lists the languages available in the dispatch admin panel. Players or admins can switch the UI language from the settings. Each entry is: ["code"] = "Display name".

Example:

You can: Add new languages (you must have a matching file in locales/, e.g. locales/fr.json for French). Remove entries you don’t use. Change the display name (right side) to whatever you want to show in the menu.

Config.Lang

What it does: This is the default language when someone hasn’t chosen one yet. It must match one of the keys in Config.Languages (e.g. "en" for English).

You can: Set it to your server’s main language, e.g. Config.Lang = 'en' or Config.Lang = 'tr'.

Config.DispatchUILocation

What it does: Where the live dispatch popups appear on screen (when a new alert comes in). Typical values: 'top-left', 'top-right', 'bottom-left', 'bottom-right'.

You can: Change to any of those four corners so alerts don’t cover important parts of your HUD.

Config.DispatchListUILocation

What it does: Where the Dispatch List window (history of alerts) appears when a player opens it with the command.

You can: Same as above: 'top-left', 'top-right', 'bottom-left', 'bottom-right'.


Notifications & Sounds

Config.NotificationSystem

What it does: Chooses which notification system the script uses for small popups (e.g. “Settings saved”, “Coordinate set”). This way the script fits your server’s framework.

Common values:

  • 'ox' — ox_lib notifications (default in this script).

  • 'qb' — QBCore notifications.

  • 'esx' — ESX notifications.

  • '0r' — 0R Lib notifications.

You can: Set it to the system your server uses so messages look and behave like the rest of your server.

Config.NotifySound

What it does: When a new dispatch alert appears, should a sound play? true = yes, false = no.

You can: Set to false if you want alerts to be silent (visual only).


Alert Popups & Map

Config.DispatchAlertLessDetail

What it does: If true, the alert popup shows less information (a simpler, shorter version). If false, it shows the full details (address, code, description, etc.).

You can: Set to true for a cleaner, minimal look; keep false for full detail.

Config.RemovalTimeOfAlertBlips

What it does: How long the blip (map icon) for an alert stays on the map, in seconds. After this time, the blip is removed automatically.

Example: 60 = blips disappear after 60 seconds (1 minute).

You can: Increase the number if you want blips to stay longer (e.g. 120 for 2 minutes), or decrease for a shorter time.

Config.AlertScreenTime

What it does: Used internally for how long the alert is treated as “on screen” (e.g. for timing or ordering). Value is in seconds.

You can: Usually leave as is unless the script or docs say otherwise.

Config.ShowVehiclePlate

What it does: When an alert involves a vehicle (e.g. vehicle theft, shooting from vehicle), should the license plate be included in the alert details? true = yes, false = no.

You can: Set to false if you don’t want plate numbers shown to units.


Alert Codes

Config.AlertCodes

What it does: Each alert type can have a code (like “10-31”, “10-90”) that appears on the dispatch. This table maps alert type names to those codes. It’s the same idea as real police/EMS codes.

Example:

You can: Change the right-hand side (the code string) to match your server’s code system. Don’t remove entries unless you also remove that alert type from the script. You can add new entries if you add custom alert types that use this config.


Map Blips (Icons)

Config.DispatchBlip

What it does: For each alert type, this sets how the alert looks on the map: which icon (sprite), which color, and how big it is.

Each alert type has three values:

  • Id — The blip sprite ID (GTA’s internal icon number). Different numbers = different icons (car, person, explosion, etc.).

  • Color — The blip color (number). Changes the color of the icon on the map.

  • Scale — How large the blip appears. 1.0 = normal, 2.0 = twice as big.

Example:

You can: Change Id to use a different map icon (you can find GTA blip IDs in lists online). Change Color to match your faction colors. Change Scale to make blips bigger or smaller. Add entries for custom alert types if the script supports them.


Character & Buttons

Config.PedModelsGender

What it does: The script sometimes needs to know if the player’s character is male or female (e.g. for display text). These are the ped model hashes the script uses to detect that. They are the default GTA Online male/female multiplayer models.

You can: Usually leave as is. Only change if you use different base models and want correct “male/female” detection.

Config.RespondeButton

What it does: The key shown and used to respond to an alert (e.g. “Press E to respond”). This is both the label on the screen and the key that is registered.

Example: 'E' → “Press E to respond”.

You can: Change to another key (e.g. 'F' or 'G'). Use a single character or the key name your game uses. Make sure it doesn’t conflict with other important keys.

Config.NextAlertButton

What it does: When several alerts are on screen, this is the key used to cycle to the next alert (e.g. next call in the list).

Example: 'GRAVE' is usually the key above Tab (`).

You can: Change to another key name if you want a different “next alert” button.


Zone Editor Controls

Config.Controls

What it does: When an admin uses the zone editor (to add or edit dispatch exclusion zones), these are the keys for:

  • setCoord — Set the coordinate / confirm the zone center. Example: {"[E]", "e"} (label and key).

  • increaseRadius — Make the zone bigger. Example: {"[I]", "i"}.

  • decreaseRadius — Make the zone smaller. Example: {"[K]", "k"}.

  • cancelClose the zone editor or cancel the action. Example: {"[DELETE]", "delete"}.

You can: Change the second part of each pair (e.g. "e", "i", "k", "delete") to different keys if you prefer. The first part is the label shown in the UI; you can change it to match.


Notification System (Advanced)

Config.Notification (function)

What it does: This is the function that actually shows the small notifications (e.g. “Settings saved”, “Zone added”). The script passes the notification type, text, and optional time/title; this function sends them to ox_lib, QBCore, ESX, or 0R Lib depending on Config.NotificationSystem.

You can: Usually you don’t need to change this. Only edit if you want to use a different notification system or a custom one; in that case you’d change the logic inside the function so it calls your preferred notification script.


Quick Reference Table

What you want to do
Setting to change

Change admin panel command

Config.DispatchAdminCommandName

Change 911 / civil report command

Config.CustomAlertCommand

Change dispatch list command

Config.OpenDispatchMenuCommandName

Allow more jobs to open dispatch history

Config.DispatchHistoryJobs (add job names)

Add or remove UI languages

Config.Languages (+ locale file in locales/)

Set default language

Config.Lang

Move alert popup position

Config.DispatchUILocation

Move dispatch list position

Config.DispatchListUILocation

Use QBCore/ESX/ox notifications

Config.NotificationSystem

Mute alert sound

Config.NotifySound = false

Simpler alert popups

Config.DispatchAlertLessDetail = true

How long blips stay on map

Config.RemovalTimeOfAlertBlips (seconds)

Hide vehicle plates in alerts

Config.ShowVehiclePlate = false

Change codes (10-31, etc.)

Config.AlertCodes

Change map icon/color/size per alert

Config.DispatchBlip

Change “Respond” key

Config.RespondeButton

Change “Next alert” key

Config.NextAlertButton

Change zone editor keys

Config.Controls


All options are in shared/config.lua. After editing, restart the resource or the server for changes to apply. If you use a custom framework or notification system, check the script’s documentation for supported values.

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