Upgrade your server’s dispatch capabilities with NYX Dispatch, a drag-and-drop replacement for ps-dispatch. Designed for customization and ease of use, NYX Dispatch integrates seamlessly into your existing server setup, allowing you to deliver a polished and efficient dispatch experience to your players.
All game events / network events / exports are available in non-escrow files so you can edit them to your heart’s content!
Key Features:
1. Easy Migration from ps-dispatch
Plug-and-Play Compatibility: Simply replace exports['ps-dispatch'] with exports['nyx_dispatch'] or adjust event names from ps-dispatch to nyx_dispatch.
No need for complex rewrites—NYX Dispatch slots into your current system effortlessly.
2. Realistic Call Reporting
Events triggered through NYX Dispatch require a witness to have seen the incident for the call to be reported.
Encourages immersive roleplay by simulating real-world scenarios where emergency calls rely on witness presence.
Configurable settings allow server owners to define what counts as “witnessed” based on your roleplay standards.
3. Fully Customizable, Non-Escrow Files
All game events, network events, and exports are open for modification.
Tailor the system to your specific server needs without restrictions.
4. Designed for Future Integration with NYX MDT
Optimized for use with the upcoming NYX MDT system (stay updated via our Discord).
Limited compatibility with ps-mdt is available and may require slight modifications to ensure proper functionality.
Normal Priority Calls
Display on-screen for 30 seconds unless attached to by a player.
Provide detailed call information for quick and efficient responses.
High Priority Calls
Appear flashing to grab the player’s attention.
Remain visible for 30 seconds unless attached to, ensuring urgent incidents are handled promptly.
Attaching to / Detaching from Calls
Intuitive keybind system makes managing calls effortless:
Attach to Call: Press E to attach to the latest call.
Detach from Call: Press R to detach from the active call.
Attached calls stay pinned at the top of the call list for easy access, while new calls are listed below.
Why Choose NYX Dispatch?
1. Realistic and Immersive Roleplay
Witness-based call reporting brings a new level of realism to dispatch systems.
Encourages interaction and awareness of surroundings, enhancing player engagement.
2. Seamless Compatibility
Works as a direct replacement for ps-dispatch with minimal setup.
Limited support for ps-mdt allows for gradual system upgrades while preparing for full NYX MDT integration.
3. Customization Freedom
Open non-escrow files let you adjust game events, network events, and exports to match your server’s unique needs.
4. Streamlined Call Management
Efficient keybind system for attaching/detaching from calls.
Clear distinction between normal and high-priority calls ensures proper attention distribution.
5. Future-Proof Design
Built with the forthcoming NYX MDT in mind, offering a cohesive system for dispatch and incident management.
Stay ahead of the curve by joining our Discord for updates on NYX MDT’s release.
Get Started Today!
NYX Dispatch delivers a powerful, customizable, and future-ready solution for managing dispatch on your server. Whether you’re migrating from ps-dispatch or preparing for NYX MDT, this system is built to meet your needs and enhance player experience.
This is not a copy of ps-dispatch, in actual fact, we had to write a function to make it compatible with ps-mdt, you can see by the above gif that the diff comparison is a lot of red as the lines don’t match
No ToS has been breached.
local function GetDispatchCalls()
local response = {}
for k, call in pairs(calls) do
dprint('call', json.encode(call))
local callData = {}
if call.data.gender then
callData.gender = call.data.gender
end
if call.data.highPriority then
callData.priority = 1
else
callData.priority = 0
end
if call.data.location and call.data.location.coords then
callData.origin = {
x = call.data.location.coords.x,
y = call.data.location.coords.y,
z = call.data.location.coords.z,
}
end
callData.dispatchMessage = call.data.title
callData.name = call.data.extraInfo or 'No info provided'
-- default
callData.source = call.source
callData.id = call.id
callData.callId = call.id
callData.time = call.time * 1000
dprint('calltime', call.time)
callData.job = {'police'}
callData.firstStreet = call.data.location and call.data.location.street
callData.responses = {}
callData.units = {}
callData.dispatchCode = call.data.code
callData.officerdown = call.data.code
callData.automaticGunfire = false
response[#response + 1] = callData
end
return response
end
exports('GetDispatchCalls', GetDispatchCalls)
Thanks for reaching out before posting something slanderous on our post!
Under GPL-3.0 distributing a modified version of the original resource would still require you to provide access to the source code. Your resource is escrowed. This would be a violation of that license.
This is not a modified version of ps-dispatch. It is a custom dispatch system that supports ps-mdt.
It does this by the following:
There is a GetDispatchCalls export that converts the data format from our dispatch system to match ps-dispatch, so that the calls can appear in ps-mdt - this was written purely for the reason to integrate with ps-mdt. You can see from the code snippet above, that our call data structure is completely different from ps-dispatch, which is why it requires this function. If the code was the same, this function wouldn’t be required.
All the exports that are provided for calls by default are named the same as ps-dispatch, this was strategically done so that customers would only have to replace ps-dispatch with nyx_dispatch. The code behind the exports is not the same, they are just named the same.
While I have a lot of respect for the ProjectSloth team, I have used their scripts myself before, and appreciate that they released a dispatch system before ours, I am really dissapointed by the response to a resource release that does the same thing as theirs - claiming it is their code, suggesting themselves that somebody purchases it and leaks it, they did not invent utlilizing game events and using tailwindcss. The code behind our dispatch system is written from the ground up, to work with our MDT that is in development, though as this is not released yet, we made it work with ps-mdt strategically to make it a viable option for servers that use ps-mdt.
I have already contacted Tebex to provide their team with evidence that our scripts are not the same, we are still waiting on a response after our request was escalated.
On top of all of this, the exports and the game events handling, is not escrowed, the only escrowed parts of this script are the main call generation and interactions.
Thanks for reaching out before posting something slanderous on our post!