- Documentation
- 06Game
Game integrationGame
Connect your FiveM server to SuperMDT: what it changes, what depends on it, supported frameworks, and how accounts, players and characters fit together.
SuperMDT works perfectly well on its own, as a web intranet. The game integration also connects it to your FiveM server: characters become citizen records, going on duty in game shows up in the MDT, officers open the MDT on an in-game tablet, and the live map shows who is patrolling where.
The link goes through a FiveM resource, supermdt-bridge (“the bridge”), that you install on your server. It reads the game state from your framework and sends it to SuperMDT. SuperMDT never connects to your game server’s database.
game-settingsThe switch
Section titled “The switch”Everything starts with the Turn on game integration switch, at the top of Settings › Game. Only organization administrators can use it.
- Off (the setting for a new organization): SuperMDT behaves like a web intranet. The bridge is refused if it tries to connect, and players, the tablet, the live map, duty from the game, linking by code and character choice are hidden.
- On: your game server can connect with the bridge key, and your members link their game account, then sign in with their characters.
Turning the integration off deletes nothing: players, characters, settings and key stay in place, and everything comes back when you turn it on again. The change is written to the audit log.
Settings changes reach the game within a few seconds: linked jobs, services, plate reader, alerts, panic, quick dispatch, billing… Players already in game see them without reconnecting. Only turning the integration back on can take up to 30 seconds.
What depends on it
Section titled “What depends on it”| Feature | Without the integration | With the integration |
|---|---|---|
| Citizen records | entered by hand | every game character becomes a record, with the Game badge; identity is read-only |
| Duty | from the MDT | synced with the game, both ways (Duty and positions) |
| Displayed name | the account name | the roleplay name of the chosen character (Accounts and characters) |
| In-game tablet | — | the MDT in game, F6 key (F4 on ESX) (In-game tablet) |
| Live map | — | positions of on-duty officers |
| In-game photos, quick dispatch | — | tablet options |
| Panic button | from the MDT | also from the tablet, the /panique command or a key, with the character’s position |
| Game alerts | — | shots fired, robberies, vehicle thefts, 911 calls: a call at dispatch, merged and capped |
| Electronic tags | — | a tagged person followed on the live map, zone and disconnection alerts |
| Weapons, vehicles, transfers, licenses, fines, plate reader, properties, phone number | — | optional integrations, one by one (see below) |
Supported frameworks
Section titled “Supported frameworks”The bridge works with three frameworks, and only these:
- ESX Legacy;
- QBCore;
- Qbox (
qbx_core).
It detects them on its own at startup. On any other framework (ox_core, vRP, ND…), it writes the reason in the server console and stays inactive: nothing is sent.
Accounts, players and characters
Section titled “Accounts, players and characters”Three levels, not to be confused:
- the MDT member: the person who signs in to the website with Discord, a member of your organization;
- the player: the same person as seen by the game, recognized by their Rockstar license (with their Discord and FiveM IDs);
- the characters: the ones this player plays on your server. Each one is a citizen record.
MDT member (Discord account) │ linked through Discord (automatic), with a /mdtlink code, or by an administrator ▼ 1 member → 5 players at mostPlayer (Rockstar license, Discord, FiveM) │ ▼ 1 player → several charactersCharacters = citizen records (“Game” badge) │ the character's in-game job (police, ambulance…) ▼A service of your organization (Settings › Game › Jobs and services)A member is linked to players, never directly to characters: their characters are those of their players. A character counts for a member when its in-game job is linked to a service the member is assigned to (an administrator sees all of them).
The roleplay name
Section titled “The roleplay name”When you sign in to the MDT, you choose which character you play (nothing to choose if you only have one). This active character sets:
- the name displayed everywhere in the MDT: reports, log, dispatch, map;
- the current service: the one of the character’s job;
- the callsign: the one of your assignment in that service.
Without a character (integration off, no linked player), it’s your account name, as without the game. Full details: Accounts and characters.
Optional integrations
Section titled “Optional integrations”On top of the base (players, characters, duty, positions, tablet), nine integrations are turned on one by one in Settings › Game › Integrations. They are all off by default, and each depends on the scripts installed on your server:
| Integration | What it does | Page |
|---|---|---|
| Automatic weapon registry | one record per weapon bought or given in game, with its serial number | Weapons |
| Owned vehicles | characters’ vehicles arrive in the vehicle file | Vehicles |
| Salary transfers | approved payslips are paid in game | Salary transfers |
| Character licenses | read, revoke and give back licenses from the citizen record | Licenses |
| Fine collection | a file’s fine is invoiced or debited in game | Fines |
| Care billing | care from a medical visit is invoiced or debited in game, with the same modes as fines (set on the medical service) | Fines and care |
| In-game printing | an exported document becomes a sheet in the inventory, to read, show or give (set per service, Documents module) | In-game printing |
| In-game plate reader | plates read by Wraith ARS 2X or the built-in reader are checked against the MDT, in-game alert | Plate reader |
| Character properties | characters’ homes, read only, on the citizen record | Properties |
The phone number on citizen records has no switch: the bridge reads it from the in-game phone when it recognizes it (Phone number).
Alerts and your dispatch script
Section titled “Alerts and your dispatch script”Game alerts have no switch here either: SuperMDT works with your
dispatch script, without replacing it. The bridge listens to ps-dispatch
Tested in game, cd_dispatch, qs-dispatch or rcore_dispatch
Experimental (core_dispatch is not supported: use the Alert export);
the alert’s in-game title becomes the call’s nature. Without a dispatch script, its
built-in detections report shots fired, people down and vehicle thefts; with a script,
they turn themselves off to avoid duplicates. On top of that come the framework’s police and
EMS alert, robberies, /911p and /911e, 911 calls from phones and the Alert export.
The Alerts and dispatch row in Settings › Game › Integrations shows what the bridge listens to on your server (dispatch script, phones, detections’ state, support level) and leads to Set up game alerts: each service chooses the alerts it receives in Settings › Operations › Game alerts.
Under each switch, SuperMDT shows what the bridge detected on your server (“Uses ox_inventory”, “Detected but not supported yet: …”) and warns you if you turn on an integration with no compatible resource.
Where to start
Section titled “Where to start”- Install the bridge and link your jobs to your services: the Connect your game server assistant of getting started guides you up to the first player on duty.
- Ask your members to link their game account.
- Show them the in-game tablet.
- Then turn on the integrations you need, one by one.