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Emergency Dispatch
Emergency Dispatch
Use the client export for a simple dispatch raised by the local player. It queues a server event and returns immediately; the server remains authoritative for the caller, position, target job, and rate limit.
createDispatch(title, message, coords, jobs, meta)
| Argument | Type | Description |
|---|---|---|
title | string | Required title. The server sanitizes it to 160 characters. |
message | string | Incident description, sanitized to 4,000 characters. |
coords | vector3 | table | Compatibility argument. The server ignores this value and resolves the player's current server-side position. |
jobs | string | string[] | Requested target jobs or groups. The server keeps only the caller's own on-duty job. |
meta | table? | Optional metadata. Only category is accepted from the generic client path. |
Returns: true after the request was queued. This does not confirm that the server accepted or
created the incident.
exports["sky_jobs_base"]:createDispatch(
"Officer needs assistance",
"Immediate assistance requested at the current position.",
GetEntityCoords(PlayerPedId()),
"police",
{
category = "officer_assistance"
}
)
Client-supplied source IDs, reporter details, coordinates, priorities, and response-plan keywords are discarded. The server derives the caller from the event source, requires the matching job to be on duty, and obtains the position from the server-side player ped.
With Config.Dispatch.enabled = true, an accepted request becomes a persistent Dispatch App
incident and the legacy top-center notification is suppressed. With the master switch disabled,
the same export uses the legacy map dispatch and notification.
The public Emergency App does not use this generic route. Its separately validated intake is
controlled by Config.Dispatch.phone.enabled and dispatchSettings.emergencyAppEnabled.