Scripts/resources/[ps]/ps-dispatch/client/cl_events.lua

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2024-12-29 20:28:24 +00:00
local WeaponTable = {
[584646201] = "CLASS 2: AP-Pistol",
[453432689] = "CLASS 1: Pistol",
[3219281620] = "CLASS 1: Pistol MK2",
[1593441988] = "CLASS 1: Combat Pistol",
[-1716589765] = "CLASS 1: Heavy Pistol",
[-1076751822] = "CLASS 1: SNS-Pistol",
[-771403250] = "CLASS 2: Desert Eagle",
[137902532] = "CLASS 2: Vintage Pistol",
[-598887786] = "CLASS 2: Marksman Pistol",
[-1045183535] = "CLASS 2: Revolver",
[911657153] = "Taser",
[324215364] = "CLASS 2: Micro-SMG",
[-619010992] = "CLASS 2: Machine-Pistol",
[736523883] = "CLASS 2: SMG",
[2024373456] = "CLASS 2: SMG MK2",
[-270015777] = "CLASS 2: Assault SMG",
[171789620] = "CLASS 2: Combat PDW",
[-1660422300] = "CLASS 4: Combat MG",
[3686625920] = "CLASS 4: Combat MG MK2",
[1627465347] = "CLASS 4: Gusenberg",
[-1121678507] = "CLASS 2: Mini SMG",
[-1074790547] = "CLASS 3: Assaultrifle",
[961495388] = "CLASS 3: Assaultrifle MK2",
[-2084633992] = "CLASS 3: Carbinerifle",
[4208062921] = "CLASS 3: Carbinerifle MK2",
[3520460075] = "CLASS 3: Carbinerifle MK2",
[-1357824103] = "CLASS 3: Advancedrifle",
[-1063057011] = "CLASS 3: Specialcarbine",
[2132975508] = "CLASS 3: Bulluprifle",
[1649403952] = "CLASS 3: Compactrifle",
[100416529] = "CLASS 4: Sniperrifle",
[205991906] = "CLASS 4: Heavy Sniper",
[177293209] = "CLASS 4: Heavy Sniper MK2",
[-952879014] = "CLASS 4: Marksmanrifle",
[487013001] = "CLASS 2: Pumpshotgun",
[2017895192] = "CLASS 2: Sawnoff Shotgun",
[-1654528753] = "CLASS 3: Bullupshotgun",
[-494615257] = "CLASS 3: Assaultshotgun",
[-1466123874] = "CLASS 3: Musket",
[984333226] = "CLASS 3: Heavyshotgun",
[-275439685] = "CLASS 2: Doublebarrel Shotgun",
[317205821] = "CLASS 2: Autoshotgun",
[-1568386805] = "CLASS 5: GRENADE LAUNCHER",
[-1312131151] = "CLASS 5: RPG",
[125959754] = "CLASS 5: Compactlauncher",
}
local function VehicleTheft(vehicle)
local vehdata = vehicleData(vehicle)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local heading = getCardinalDirectionFromHeading()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "vehicletheft", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-35",
firstStreet = locationInfo,
model = vehdata.name, -- vehicle name
plate = vehdata.plate, -- vehicle plate
priority = 2,
firstColor = vehdata.colour, -- vehicle color
heading = heading,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('vehicletheft'),
job = { "police" }
})
end
exports('VehicleTheft', VehicleTheft)
local function VehicleShooting(vehdata)
local Player = QBCore.Functions.GetPlayerData()
if Player.job.name == "police" or Player.job.name == "ambulance" then
if Player.job.onduty then
return
end
end
local vehicle = QBCore.Functions.GetClosestVehicle()
local vehdata = vehicleData(vehicle)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local heading = getCardinalDirectionFromHeading()
local gender = GetPedGender()
local doorCount = 0
local PlayerPed = PlayerPedId()
local CurrentWeapon = GetSelectedPedWeapon(PlayerPed)
local weapon = WeaponTable[CurrentWeapon] or "UKENDT"
if GetEntityBoneIndexByName(vehicle, 'door_pside_f') ~= -1 then doorCount = doorCount + 1 end
if GetEntityBoneIndexByName(vehicle, 'door_pside_r') ~= -1 then doorCount = doorCount + 1 end
if GetEntityBoneIndexByName(vehicle, 'door_dside_f') ~= -1 then doorCount = doorCount + 1 end
if GetEntityBoneIndexByName(vehicle, 'door_dside_r') ~= -1 then doorCount = doorCount + 1 end
if doorCount == 2 then doorCount = "To-dørs" elseif doorCount == 3 then doorCount = "Tre-dørs" elseif doorCount == 4 then doorCount = "Fire-dørs" else doorCount = "UKENDT" end
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "vehicleshots", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-60",
firstStreet = locationInfo,
model = vehdata.name,
plate = vehdata.plate,
gender = gender,
weapon = weapon,
doorCount = doorCount,
priority = 2,
firstColor = vehdata.colour,
heading = heading,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('vehicleshots'),
job = { "police" }
})
end
exports('VehicleShooting', VehicleShooting)
-- Meter Robbery
local function MeterRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "meterrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('meterrobbery'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('MeterRobbery', MeterRobbery)
-- ATM Robbery
local function ATMRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "atmrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('atmrobbery'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('ATMRobbery', ATMRobbery)
local function Shooting()
local Player = QBCore.Functions.GetPlayerData()
if Player.job.name == "police" or Player.job.name == "ambulance" then
if Player.job.onduty then
return
end
end
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
local PlayerPed = PlayerPedId()
local CurrentWeapon = GetSelectedPedWeapon(PlayerPed)
local weapon = WeaponTable[CurrentWeapon] or "UNKNOWN"
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "shooting", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-11",
firstStreet = locationInfo,
gender = gender,
weapon = weapon,
model = nil,
plate = nil,
priority = 2,
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('shooting'),
job = { "police" }
})
end
exports('Shooting', Shooting)
local function SpeedingVehicle(vehdata)
local Player = QBCore.Functions.GetPlayerData()
if Player.job.name == "police" or Player.job.name == "ambulance" then
if Player.job.onduty then
return
end
end
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local heading = getCardinalDirectionFromHeading()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "speeding", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-11",
firstStreet = locationInfo,
model = vehdata.name,
plate = vehdata.plate,
priority = 2,
firstColor = vehdata.colour,
heading = heading,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('speeding'),
job = { "police" }
})
end
exports('SpeedingVehicle', SpeedingVehicle)
local function Fight()
local Player = QBCore.Functions.GetPlayerData()
if Player.job.name == "police" or Player.job.name == "ambulance" then
if Player.job.onduty then
return
end
end
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "fight", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-10",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2,
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('melee'),
job = { "police" }
})
end
exports('Fight', Fight)
local function InjuriedPerson()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "civdown", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-69",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('persondown'), -- message
job = { "ambulance" } -- jobs that will get the alerts
})
end
exports('InjuriedPerson', InjuriedPerson)
local function DeceasedPerson()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "civdead", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-69",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = "Civil afgik ved døden", -- message
job = { "ambulance" } -- jobs that will get the alerts
})
end
exports('DeceasedPerson', DeceasedPerson)
local function StoreRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "storerobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('storerobbery'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('StoreRobbery', StoreRobbery)
local function FleecaBankRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "bankrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('fleecabank'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('FleecaBankRobbery', FleecaBankRobbery)
local function PaletoBankRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "paletobankrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('paletobank'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('PaletoBankRobbery', PaletoBankRobbery)
local function PacificBankRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "pacificbankrobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('pacificbank'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('PacificBankRobbery', PacificBankRobbery)
local function PrisonBreak()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "prisonbreak", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('prisonbreak'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('PrisonBreak', PrisonBreak)
local function VangelicoRobbery(camId)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
PlaySound(-1, "Lose_1st", "GTAO_FM_Events_Soundset", 0, 0, 1)
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "vangelicorobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
camId = camId,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('vangelico'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('VangelicoRobbery', VangelicoRobbery)
local function HouseRobbery()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "houserobbery", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-90",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('houserobbery'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('HouseRobbery', HouseRobbery)
local function YachtHeist()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "yachtheist", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-65",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('yachtheist'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('YachtHeist', YachtHeist)
local function DrugSale()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "suspicioushandoff", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-13",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('drugsell'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('DrugSale', DrugSale)
-- for rcore_gangs, haven't tested server side exports so made this instead. Remove if you do not need :)
RegisterNetEvent('ps-dispatch:client:drugsale', function()
DrugSale()
end)
local function CarJacking(vehicle)
local vehdata = vehicleData(vehicle)
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local heading = getCardinalDirectionFromHeading()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "carjack", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-35",
firstStreet = locationInfo,
model = vehdata.name, -- vehicle name
plate = vehdata.plate, -- vehicle plate
priority = 2,
firstColor = vehdata.colour, -- vehicle color
heading = heading,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('carjacking'),
job = { "police" }
})
end
exports('CarJacking', CarJacking)
local function OfficerDown()
local plyData = QBCore.Functions.GetPlayerData()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local callsign = QBCore.Functions.GetPlayerData().metadata["callsign"]
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "officerdown", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-99",
firstStreet = locationInfo,
name = "BETJENT - " .. plyData.charinfo.firstname:sub(1, 1):upper() .. plyData.charinfo.firstname:sub(2) .. " " .. plyData.charinfo.lastname:sub(1, 1):upper() .. plyData.charinfo.lastname:sub(2),
model = nil,
plate = nil,
callsign = callsign,
priority = 1, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('officerdown'), -- message
job = { "ambulance", "police" } -- jobs that will get the alerts
})
end
exports('OfficerDown', OfficerDown)
RegisterNetEvent("ps-dispatch:client:officerdown", function ()
OfficerDown()
end)
local function EmsDown()
local plyData = QBCore.Functions.GetPlayerData()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local callsign = QBCore.Functions.GetPlayerData().metadata["callsign"]
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "emsdown", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-99",
firstStreet = locationInfo,
name = "EMS - " .. plyData.charinfo.firstname:sub(1, 1):upper() .. plyData.charinfo.firstname:sub(2) .. " " .. plyData.charinfo.lastname:sub(1, 1):upper() .. plyData.charinfo.lastname:sub(2),
model = nil,
plate = nil,
callsign = callsign,
priority = 1, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('emsdown'), -- message
job = { "ambulance", "police" } -- jobs that will get the alerts
})
end
exports('EmsDown', EmsDown)
RegisterNetEvent("ps-dispatch:client:emsdown", function ()
EmsDown()
end)
local function Explosion()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "explosion", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-80",
firstStreet = locationInfo,
gender = nil,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = "Eksplosion meldt", -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('Explosion', Explosion)
local function SuspiciousActivity()
local currentPos = GetEntityCoords(PlayerPedId())
local locationInfo = getStreetandZone(currentPos)
local gender = GetPedGender()
TriggerServerEvent("dispatch:server:notify", {
dispatchcodename = "susactivity", -- has to match the codes in sv_dispatchcodes.lua so that it generates the right blip
dispatchCode = "10-66",
firstStreet = locationInfo,
gender = gender,
model = nil,
plate = nil,
priority = 2, -- priority
firstColor = nil,
automaticGunfire = false,
origin = {
x = currentPos.x,
y = currentPos.y,
z = currentPos.z
},
dispatchMessage = _U('susactivity'), -- message
job = { "police" } -- jobs that will get the alerts
})
end
exports('SuspiciousActivity', SuspiciousActivity)
local function CustomAlert(data)
local coords = data.coords or vec3(0.0, 0.0, 0.0)
local gender = GetPedGender()
if not data.gender then gender = nil end
local job = { "police" }
if data.job then job = data.job end
local locationInfo = getStreetandZone(coords)
TriggerServerEvent("dispatch:server:notify", {
dispatchCode = data.dispatchCode or "INGEN",
firstStreet = locationInfo,
gender = gender,
model = data.model or nil,
plate = data.plate or nil,
priority = data.priority or 2, -- priority
firstColor = data.firstColor or nil,
camId = data.camId or nil,
callsign = data.callsign or nil,
name = data.name or nil,
doorCount = data.doorCount or nil,
heading = data.heading or nil,
automaticGunfire = data.automaticGunfire or false,
origin = {
x = coords.x,
y = coords.y,
z = coords.z
},
dispatchMessage = data.message or "",
job = job,
alert = {
displayCode = data.dispatchCode or "INGEN",
description = data.description or "",
radius = data.radius or 0,
recipientList = job,
blipSprite = data.sprite or 1,
blipColour = data.color or 1,
blipScale = data.scale or 0.5,
blipLength = data.length or 2,
sound = data.sound or "Lose_1st",
sound2 = data.sound2 or "GTAO_FM_Events_Soundset",
offset = data.offset or "false",
blipflash = data.flash or "false"
}
})
end
exports('CustomAlert', CustomAlert)