Callouts
Offers
Config.Callouts = {
autoOffer = true,
interval = { min = 90, max = 240 }, -- seconds between automatic offers while available
offerTimeout = 20, -- seconds to accept
distance = { min = 350.0, max = 1100.0 }, -- how far from the unit callouts are placed
spawnDistance = 160.0, -- the scene spawns when the unit gets this close
arriveDistance = 45.0, -- "on scene" distance
createDispatchCall = true, -- a dispatch call for every callout
attachUnit = true, -- attach the unit to its call
clearCallOnEnd = true,
muteOffersOnDND = true, -- MDT Do Not Disturb pauses automatic offers
mdtAlertForOwner = false, -- false = no MDT popup / blip for the unit that owns the call
list = { ... },
}The callout list
Each entry in list is one callout:
{ id = 'shots_fired', service = 'police', label = 'Shots Fired', code = '10-71', priority = 1, weight = 5,
description = 'Multiple callers report gunshots. One person down. Shooter may still be on scene.',
assist = { 'ambulance' } },| Field | Meaning |
|---|---|
id | The scenario to run. Must match a registered scenario |
service | police, ambulance, fire or tow |
label, code, description | Shown on the offer, HUD and dispatch call |
priority | 1 high to 3 low |
weight | How often it is offered compared with the others. 0 turns it off |
enabled | Optional. false turns it off |
assist | Optional. Services called in as a joint callout |
locations | Optional. Fixed spots ({ vec4(...) }) or the name of a Config table, e.g. 'FuelStations' |
To turn off a callout, add enabled = false or set weight = 0. To make one rarer, lower its weight.
Joint callouts
Config.JointCallouts = {
enabled = true,
offerRadius = 3000.0, -- only units within this distance get the assist request
perService = 1, -- player units requested per assisting service
}Per-scenario settings
Fire
Config.Fire = {
spreadInterval = 25, -- seconds between the fire spreading (0 = off)
maxFires = 8, -- fires per scene
flareUpChance = 35, -- % a knocked-down fire flares up once more
stayOutTime = 8, -- seconds the fire must stay out before the call clears
vehicleExplodeAfter = 240, -- seconds before a burning car explodes (0 = never)
smoke = { asset = 'scr_agencyheistb', effect = 'scr_env_agency3b_smoke', scale = 1.0 }, -- false = off
brush = { spreadInterval = 12, maxFires = 14 },
gasLeak = { asset = 'core', effect = 'ent_sht_steam', scale = 1.0,
igniteAfter = { 70, 150 }, smokerIgniteAfter = { 35, 80 } }, -- seconds, false = never
}Tow
Config.Tow = {
repoDriveOffChance = 35, -- % the owner drives off if the notice is not served first
hookedDistance = 25.0, -- the vehicle counts as hooked once attached or moved this far
dropOffRadius = 12.0, -- drop it this close to a drop-off to finish
dropOffs = {
{ label = 'Davis Impound Lot', coords = vec3(401.5, -1631.8, 29.3) },
{ label = 'Sandy Shores Impound', coords = vec3(1649.7, 3789.6, 34.8) },
{ label = 'Paleto Bay Impound', coords = vec3(-234.8, 6198.6, 31.9) },
},
}Investigations
| Table | Callout | Main settings |
|---|---|---|
Config.StreetRobbery | Street Robbery | How far the robber hides, search area size, bystanders, spot distance, flee chance |
Config.Manhunt | Suspect at Large | Witnesses, decoys, leads needed, search area, flee / armed chance, escapeAfter, the crimes, suspect looks and witness lines |
Config.HitAndRun | Hit and Run | Lookalike cars, flee and drunk chance, colours witnesses name |
Config.Tracker | GPS callouts | Seconds between pings, search circle size |
Config.BarBrawl | Bar Brawl | Fighters, how often people name the instigator, flee chance |
Config.Barricade | Barricaded Suspect | Hostage chance, talk range, safe distance, patience, shoot chance |
Config.MissingPerson | Missing Person | Phone chance, names |
Config.Escalation | Noise Complaint | When it turns into an argument, a fight and a stabbing |
Rescue and hazards
| Table | Callout | Main settings |
|---|---|---|
Config.BusCrash | Bus Crash | Patients, conditions, critical conditions, deteriorateAfter / deteriorateStep |
Config.Hazmat | Hazmat Spill | Time limit, effects, and per chemical: placard, correct agent, what wrong agents do |
Config.FuelFire | Gas Station Fire | cutoffTime before the fire reaches the pumps |
Config.FuelStations | Gas Station Fire | Forecourt positions |
Config.Pinned | Person Pinned | % the car shifts when lifted without cribbing |
Config.OverturnedTruck | Overturned Truck | Truck models, cargo count and props |
Models
Config.CalloutPeds (civilians, suspects, drivers, elderly) and Config.CalloutVehicles (civilian, sporty) are the models scenarios pick from. Swap them if your server blacklists any.