Dispatch
The Map & GPS
The map is where the console stops being a list and starts being a city. Units move on it in real time, calls sit where they were reported, and postal codes give everyone a shared way to say where.
Units on the map
Every on-duty unit reports its position from the game, continuously. The blip carries the callsign and the unit's status colour, and the icon reflects what kind of unit it is — patrol, K9, air, EMS — including any icon override you set from the unit menu.
Position comes straight from the game, not from a database. It is live or it is nothing: a unit that has stopped reporting stops moving, rather than showing a stale last-known position as if it were current.
A unit only appears once it is on duty. Being in the game is not enough.
Calls on the map
Incidents show at their location, which is why the postal on a call matters so much — a call without one cannot be placed, and a call that cannot be placed is one you have to describe over the radio instead of pointing at.
You can assign a unit by dragging it onto a call. It is the fastest route from who is nearest to they are going, and it is the reason the map and the unit list sit next to each other.
In Station Mode the map also shows the SAFR stations, coloured by what can roll: green, orange or grey. hides or shows them. See Station Mode.
Road status
Road closures, roadworks, events, accidents, debris and hazards show on the map as a coloured line along the road — or a circle around a point — with a diamond icon. The colour is how serious it is: red blocked, orange restricted, yellow caution. Along a road, a solid line means all lanes are closed, a dashed line one lane, a dotted line the shoulder.
Any on-duty dispatcher, LEO or SAFR unit can place one. The first unit on scene usually knows first that a road is shut, which is why it does not wait for anyone else.
- Right-click the map where the problem is and choose Mark road here.
- In the bar at the bottom of the map, pick the kind. Road closed, Roadworks and Event run along a stretch of road; Accident, Debris and Hazard are a point with a radius.
- For a stretch, click along the road to add points. Each click snaps to the road, and a dashed line shows how the next piece follows the bend. Backspace removes the last point, Esc cancels.
- Set the severity, the lanes or the radius, how long it lasts — each kind has its own maximum, shown next to the duration — and an optional note.
- Place, or press Enter.
Click a diamond to see what it is, where, until when and who placed it. From there you can Extend it by 30 minutes or Remove it. A marking ends by itself when its time is up.
The road status button in the bottom right hides or shows the layer for you; the choice is remembered. Routes and assignment lines always lie on top of the markings, so a closure never hides where a unit is heading.
In-game, every marking is also a small icon on the minimap and the pause map — a stretch of road shows as three, at both ends and in the middle. They are kept small and see-through so they never cover a GPS route, and on the minimap they only show nearby. This needs the current LUX CAD resource on your server.
Who sees road status, and which kinds can be placed, is set by your community — see Map Settings & Postals.
Postals
Postal codes are the shared language for location. Search for one by using the tool in the bottom left section of the screen to jump there, and use them on calls and BOLOs so everyone else can too.
Your community sets its own postal set, so the numbers on your map are the numbers your players use in-game.
Making room
The panels either side collapse, so you can hand the map most of the screen during a pursuit and take it back afterwards. LEO and SAFR have their own map page built on the same component — the difference is what sits around it, not what is on it.