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Admin Settings

Incident Types

What a call can be. Dispatch picks a type when creating a call, and the type decides how it is labelled, coloured and prioritised across the console and the map.

The incident types manager: the built-in Traffic Stop above the community's own types, each with its departments and priority
The incident types manager: the built-in Traffic Stop above the community's own types, each with its departments and priority

System types and custom types

System types are built in and cannot be deleted. TRAFFIC_STOP is the clear example: a unit running /ts in the game creates a call of that type, so the flow has to be able to rely on it existing.

Everything else is yours: structure fire, MVA, domestic, whatever your community runs.

Synonyms are the useful part

Each type carries synonyms — rollover, fender bender, MVA all pointing at the same collision type.

This is what makes the picker usable under pressure. A dispatcher typing what the caller just said finds the right type without knowing what you named it, and two dispatchers who use different words land on the same one. A type without synonyms is only findable by people who already know its exact name.

Add the words your community actually says, including the wrong ones.

Starting points

A type can carry starting points — the standing instruction for that kind of call. It is where "who do we send by default" and "what does this usually need" belong, so a new dispatcher is not guessing.

Keeping the list workable

Fewer, broader types beat many narrow ones. Every type is another entry in a picker used while somebody is talking, and the difference between six collision types is rarely worth the time it costs to choose between them mid-call.

Deleting a custom type does not delete the incidents already filed under it — their history stays intact.