Dispatch Console
The dispatch console is a single full-screen workspace — everything you need is visible at once, and nothing you do in the core loop navigates you to a different page.
Layout
| Zone | What it's for |
|---|---|
| Pending queue | Unassigned calls, sorted priority → age. Click one to open it; assign a unit right from the row. |
| Active calls board | Every in-progress call for the department(s) you're covering, with a status glance without opening anything. |
| Unit roster | Every on-duty unit: callsign, status, current call, how long they've been in that status. Always visible, never a tab. |
| Call detail panel | Opens alongside the board — narrative, location, people/vehicles involved, notes, timeline, assigned units, and disposition controls. |
| Alert / BOLO ticker | Active BOLOs, panic alerts, escalations. Always on screen. |
| Quick call creation | One button to take a new call (phone, radio, walk-up) without losing your place on the board. |
| Supporting Services panel | Request a civilian service org (tow, coroner, DOT, and similar) directly from an active call, pre-filled from the call's own department, location, and linked vehicle/civilian — see Civilian Services. |
If your server runs one dispatcher across PD, Fire, and EMS, use the department scope selector to set which department(s) you're covering this session.
Working a call
- A call comes in — either you enter it manually, an officer starts one in the field (a traffic stop or foot pursuit becomes a trackable call automatically), a 911/311 event comes in through the FiveM integration, or a panic button fires one. Every call gets a priority (P1/P2/P3), a type, and the department(s) it needs.
- Assign a unit. Either you pick unit(s) from the roster, or an available unit self-dispatches directly — self-dispatch is normal, not a fallback for when nobody's watching the board, especially on lower-staffed servers.
- Track it live. Units report en route / on scene themselves, or you can set that on their behalf. Notes, additional units, and escalation (raising priority, pulling in another department) all happen from the call detail panel while it's active.
- Close it out with a disposition code. Some call types require a report to be filed first — that's configured per department, not a global rule.
BOLOs and alerts
A BOLO you issue is visible on both the dispatch console and every on-duty officer's MDT the moment it's broadcast. Dismissing a BOLO from your view doesn't resolve it — it stays live until someone actually resolves or it expires.
If your community runs the ANPR camera network (kestrel-anpr-bridge), a
vehicle on an active BOLO driving past a camera reports a real hit
straight to your alert ticker and drops a map pin at that camera's
location — no one has to spot it manually. Driving through a second camera
adds a second pin, so you can watch the vehicle's actual movement trail
build across the network.
Panic / duress
A unit in PURSUIT/EMERGENCY status interrupts your screen with an
audible and visual alert and gets pinned to the top of the roster.
Panic status can't be cleared by the officer themselves — it takes a dispatcher or supervisor acknowledgement. That's deliberate: if an officer could clear their own panic flag, it wouldn't mean anything in the exact scenario it exists for.
Live unit positions and waypoints
Every linked, on-duty unit's position updates on your map automatically — no command or check-in needed on their end. When you assign or move a call's pin, the assigned unit gets an in-game GPS waypoint to it automatically too, as long as your organisation's map is configured for in-game coordinates (Admin → Settings → Map, set to GTA V tiles rather than a static image).