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Getting started

The guided tour that follows the creation of your organization, step by step, with the defaults already in place, the assistant that connects your game server and the Discord bot’s arrival.

On this page09
  1. A step
  2. The steps
  3. Step by step
  4. The game server assistant
  5. The Discord bot
  6. Worth knowing
  7. The Medical department step
  8. Who sees it
  9. Resuming, finishing

As soon as your organization is created, SuperMDT takes you to its Getting started guide (“Set up your MDT step by step”): a tour that goes through everything you can configure, one step at a time. None of it is mandatory. Your MDT already runs on sensible defaults (service templates, starting ranks, unit statuses, the starter penal code…); each step shows them and lets you change them, or skip. The guide also takes you all the way to your first player on duty on your game server and to the Discord bot’s arrival.

A step: what is already in place, and the theme rail

At the top of the screen: the overall progress (“6 of 22”) and its bar, and the Come back later link. Each step recalls its theme and position (“Services · Step 2 of 22”), explains in one sentence what it sets, then shows an Already in place block: a preview of the result (a service’s hierarchy and what its lowest rank can do, a callsign example, unit statuses as dispatch shows them, a sample Discord message…). When a step is set service by service, a Service picker at the top chooses the service (pills for up to three services, a list beyond that).

  • Edit unfolds, inside the step, the same editor as in Settings; Collapse the editor folds it away. Every change is saved right away, with the same rights and the same audit log. Some steps group several editors in tabs (Documents, Dispatch, Notifications, Integrations).
  • Documentation opens, in a new tab, the page of this documentation that details what the step sets (in English or French depending on your language).
  • Looks good, next marks the step as Set and moves to the next one still to do. On the last step, or when only one is left, the button becomes Looks good.
  • Skip marks it as Skipped: the defaults stay in place.
  • Previous goes back one step. A step already set or skipped shows its state and Mark as to do, which reopens it (and reopens the guide if it was finished).
  • Come back later takes you home: your progress is kept.

Moving between steps needs no confirmation: you can click any step in the rail, in any order. Two steps even settle by themselves: Detection and First player move on (“Done: moving on…”) as soon as what they wait for arrives while you are looking at them.

Edit: the Settings editor, inside the step

Steps are grouped into seven themes; each theme has its own progress bar (one segment per step, filled when set, grey when skipped) and its count (“2 of 3”). On a large screen, the theme rail is on the left; on a phone, the bars stay at the top and All steps unfolds the list.

Theme Step What it sets
Services Services The services, their color, the modules enabled in each
Ranks and permissions Each service’s hierarchy and each rank’s permissions
Callsigns The services where every officer carries a callsign (always for police)
Records Penal code One code for all police, or one per service; its articles
Levels and degrees Offense levels and penalty degrees (multipliers)
Record types Offense record types, the levels they cover, the approving ranks
Justice Complaint statuses, how long a prosecutor or lawyer request waits, automatic record expungement
Operation reports The roles of officers on scene (Lead…) for each operation type
Medical department Visit types, the assessment (body zones, injury types, severities), procedures and prices, surgical procedures, the medical history sheet
Documents The library, templates and their numbering, in-game printing
Operations Going on duty Going on duty from the MDT (with the game), automatic cut-offs, correcting shifts
Unit statuses Patrol statuses on dispatch
Dispatch Call templates, patrol sectors, the panic button
Staff Payroll The pay period and each rank’s pay scale
Notifications The organization’s Discord direct messages, and who gets notified when leave needs approval
Game server Connect your server The game integration and your framework
Download the bridge The supermdt-bridge resource archive and its fingerprint
Bridge key The key that authenticates your server
Configuration The lines to paste into server.cfg and the installation rules
Detection Waiting, live, for your bridge
Game jobs Framework jobs linked to your services
First player Your game account linked, and you on duty in game
Integrations Scripts detected on your server, game alerts, the live map, in-game features
Try it in game The summary and a few tries in game
Discord Invite the bot The bot’s arrival on your Discord server and its permissions
Roles and channels Roles linked to ranks, nicknames, the channels the bot posts in
Team Invite your team Invite links, then Discord role sync
Worth knowing What needs no setting but is worth knowing

Steps that don’t apply to you don’t show up:

  • Ranks and permissions and Callsigns need at least one service;
  • Penal code, Levels and degrees and Record types need a police or justice service;
  • Justice needs a justice service, or a service with the Complaints module;
  • Operation reports, Medical department, Documents, Going on duty, Unit statuses and Payroll need at least one service with the matching module (Operation reports, Medical records, Documents, Duty, Units, Payroll);
  • Dispatch needs at least one service with the Calls or Dispatch module;
  • the eight Game server steps that follow Connect your server only appear once the game integration is on (in the Connect your server step, for instance).

Services, Notifications, Connect your server, both Discord steps, Invite your team and Worth knowing are always there. The total (“of 22”) therefore follows your choices: turning the game on adds eight steps, removing your last police and justice service removes at least three.

On a phone: theme bars and the list of steps
  • Services: your services, with their short name, type and number of modules. Edit opens the Settings › Services editor: add, edit, reorder or delete a service, turn its modules on (see Settings and services).
  • Ranks and permissions: for the chosen service, its hierarchy (how many permissions each rank has) and an example of what the lowest rank can do. Edit opens the rank editor (see Ranks and permissions).
  • Callsigns: each service with Callsigns, No callsign or Always for police, and an example of how it shows. Edit offers a Set up … button per non-police service, which opens its sheet. Each callsign is then entered in the service’s roster.
  • Penal code: the mode (One code for all police or One code per police service) and the existing codes with their number of lines. Edit opens the settings and writing tabs of the penal code.
  • Levels and degrees: the first code’s offense levels, and its penalty degrees with their multiplier (the default degree is marked).
  • Record types: each offense record type, with how many ranks approve it or Straight to the record, no approval. With no type at all, offenses go to the criminal record without a file.
  • Justice: the Complaint statuses (Starter statuses or Your organization’s statuses), then Prosecution and records: how long a prosecutor or lawyer request waits before expiring without an answer, and automatic record expungement (No automatic record expungement by default). Justice approval of records is set per record type (See record types); prosecutors and lawyers are rank permissions. See Complaints.
  • Operation reports: each operation type with its roles (Lead…). Edit sets the roles of the chosen type; to create types, Open in Settings leads to the forms.
  • Medical department: see below.
  • Documents: the Library (its spaces), the Templates and the Numbering of issued documents (with a sample number), and In-game printing (On with the item handed over, or Off; it needs the game integration). Edit gives three tabs: Library, Templates, Printing and links. A link also leads to evidence and seals. See Documents.
  • Going on duty: for the chosen service, the Going on duty from the MDT setting (Allowed, Only while in game or Game only), the maximum length of a corrected shift, and the Automatic cut-offs (none by default). Edit gives the cut-offs, Correcting shifts and, for an administrator when the game is on, the Going on duty from the MDT button. See Duty.
  • Unit statuses: the chosen service’s statuses, as dispatch shows them. Edit opens their editor (see Units and statuses).
  • Dispatch: for the chosen service, the number of Call templates and Patrol sectors, and the state of the Panic button (On or Off). Edit gives the Call templates tab (with the Calls module), and the Sectors and Panic button tabs (with the Dispatch module). See Dispatch, Patrol sectors and Panic button.
  • Payroll: the pay period (Default setting until you touch it) and the pay scale (Pay scale in place, or a reminder to set each rank’s rate before the first payroll). See Payroll.
  • Notifications: Discord direct messages (allowed for how many categories, or Off: bell only), leave awaiting approval (who is notified, or approved right away) and what always lands in the bell. Edit gives the Direct messages and Leave tabs (the latter when a service has the Leave module). See Notifications and Leave.

See the game server assistant below.

See The Discord bot below.

  • Invite your team: the editor is open from the start. New link chooses where the person lands (service, rank), then the list of invites lets you copy or revoke a link (see Members and invites). If a Discord server is linked, Sync … restarts role sync; otherwise, the step points you back to the Discord step.
  • Worth knowing: see below.
The Invite your team step: one link per service and rank

The Game server theme is a full assistant: from the switch to your first player on duty, without leaving the guide. Each screen has the usual buttons (Skip, Looks good, next) and its Documentation link. No game server? Skip the first step: your MDT works on its own, and the eight others don’t show up.

Once your bridge is connected, the steps after detection recall Bridge connected at the top, with the framework, the bridge version and the server name.

The Turn on game integration switch (see Game integration), then, once the integration is on, Your framework: ESX, QBCore, Qbox or I don’t know. This choice adapts the instructions (the ensure order, the keys to try) and the suggested jobs; it is saved right away. The bridge detects the framework anyway: as soon as it has seen it, the step shows “Your bridge detected …: that is what counts.”, and that framework is the one used.

Connect your server: the switch and the framework

The file, its version and size, the Download version … button, the archive’s SHA-256 fingerprint and the Permanent link to the latest version, each with Copy. Below, Installation rules: unzip the archive into resources to get resources/supermdt-bridge/fxmanifest.lua (with no duplicate folder), and the two commands that check the fingerprint (sha256sum and Get-FileHash). Details in Install the bridge.

If your bridge has already checked in, the step says whether it is up to date, whether a new version is available, or whether it is too old for SuperMDT (update it with the archive).

Download the bridge: the archive, its fingerprint and the permanent link
  • No key yet: Create the key.
  • A key already active (“ends with …, created on …”): Keep this key if your bridge already uses it (the step is then set), or Create a new key, press and hold: the old one stops working immediately.

The new key is shown only once, under Your new key, with Copy. As long as you stay on the page, it is carried as is into the next step’s configuration. Creating a key also needs the Set up the map permission (the same key feeds the live map positions).

The Add to your server.cfg block, already filled in with your API address and, if you just created it, your key (“Your key is already in the block: copy it as is.”); otherwise, replace your-key with your key.

set supermdt_url "https://<your-api-address>"
set supermdt_key "smdt_src_…"
ensure supermdt-bridge
add_ace group.admin command.supermdt allow

Then Installation rules:

  • the folder is named supermdt-bridge and lives in resources (or a bracketed subfolder, like [supermdt]);
  • the key is declared with set, never with setr or sets;
  • ensure supermdt-bridge comes after the framework (the one you chose), oxmysql and your inventory, phone and screenshot scripts;
  • in the server console: refresh, then ensure supermdt-bridge (or restart the server).
Configuration: the block to paste and the installation rules

“Waiting for your bridge…”: the screen waits, live, for your bridge to check in. As soon as it does, it shows Your bridge checked in (framework and its version, bridge version, server name, last contact), the state of its version and the Recognized scripts, each with its support badge, then moves on to the next step by itself. If the bridge was already connected when you arrived, nothing moves: read, then Looks good, next.

After 45 seconds of waiting, a Taking a while? box lists the most common causes (key copied wrong or replaced since, address different from the block’s, key declared with setr or sets, folder in the wrong place or doubled, bridge started before the framework, resource not reloaded) and suggests typing supermdt status in the server console. A bridge already seen but silent shows its last contact.

Detection: waiting for the bridge, live
  • Suggested jobs: for each police, medical or justice service, the most common jobs on your framework (three at most, minus those already linked). One click links the job to the service; ranks can be linked afterwards, if you want.
  • Seen on your server: the jobs of the players online right now, with their player count. A job already linked shows its service; otherwise, Link to a service.
  • Below, the Jobs and services card from Settings › Game, to set everything by hand.

With no job linked, no player joins a service from the game. See Link jobs to services.

The What we are waiting for list ticks itself, live:

  1. Your game account is linked: with Discord open in game, linking happens by itself (after your approval, for an administrator); otherwise, type the code shown below in game (see Accounts and characters);
  2. You are connected to the server;
  3. You are on duty in a linked job: go on duty in game, as usual.

If your in-game job isn’t linked to any service, the step tells you and points you back to Game jobs. As soon as you show up on duty, the step moves on by itself.

At the top, the scripts your bridge recognized (weapons, vehicles, payouts, licenses, fines and care, plate reader, properties, printing, game alerts, phone), each with its badge:

  • Tested in game: tried on a real server;
  • Verified: written from the script’s source code;
  • Experimental: check it on your server before relying on it.

Each script links to its documentation page. Below, four tabs:

Tab What it holds
On your server The integration switches, to turn on one by one (Game integration)
Game alerts For a service with both the Calls and Dispatch modules: the game alerts settings and codes
Live map The live map settings (Set up the map permission)
In game In-game photos and quick dispatch (In-game tablet)
Integrations: detected scripts, their badges and the tabs

A Summary (bridge connected, jobs linked, first player seen on duty, integrations on, optional), then Try it in game, on duty in a linked job:

Try QBCore, Qbox ESX
Open the tablet F6 or /mdt F4 or /mdt
Open the SuperMDT menu F9 no default key: pick one in the FiveM key bindings
Trigger the panic button F10 or /panique /panique
Turn on the plate reader (if enabled) from the SuperMDT menu from the SuperMDT menu
Trigger an alert (an emergency call from a phone, a robbery) it reaches dispatch it reaches dispatch

Every player can change these keys in Settings › Key Bindings › FiveM. Open dispatch leads to the Dispatch module to watch the alert arrive.

Try it in game: the summary and the tries
On a phone: an assistant step

Invite the bot to my server opens Discord: pick your server and accept the requested permissions. You come back straight to this step of the guide, with the “Discord server linked.” message (or, if it failed, one of the messages explained in Discord). The invite covers the services that don’t have a Discord server yet.

The step then follows the bot live, server by server: “The bot is on …” with “All permissions are there.” or the number of missing permissions, or “The bot is no longer on …: invite it again.” with Re-invite the bot. Invite to another server links one more. Even before the first invite, a sample shows going on duty as it will appear in your channel.

Invite the bot: a sample message even before linking a server

The linked server’s tabs, as in Settings › Discord, starting with Roles: link your ranks to Discord roles, set Nicknames, choose the Channels the bot posts in (see Discord). With several servers, a list picks which one. With no server linked, the step points you back to Invite the bot.

The last step sets nothing: it presents what is worth knowing, with Open (the screen) and Documentation (its page) on each line. A line tied to a module only shows if one of your services has that module.

Line Where it leads
Evidence and seals the Evidence module (Evidence)
Electronic tags the Electronic tags module (Electronic tags)
Announcements the Announcements module (Announcements)
Statistics the Statistics module (Statistics)
My profile and notifications your notification preferences (Notifications)
Audit log Settings › Audit log (Audit log)
Data export your organization’s export (Exports)
Subscription your plan and billing, for administrators (Subscription)
Worth knowing: what needs no setting

An organization created with a medical service gets the medical starter pack right away (see Creating your organization). For an organization created earlier, or one that removed some pieces, the Medical department step takes stock: each piece of the pack is marked In place or Missing. When a piece is missing, the editor is unfolded from the start.

Piece What the pack adds
Visit types Consultation, Emergency response, Hospital stay, with their vital signs
Procedures and prices common procedures, some with a price range (consultation 100 to 250, emergency 250 to 500…)
Body zones 10 zones, in anatomical order, from head to foot
Injury types 7 types: gunshot wound, stab wound, fracture, burn…
Severities Minor, Moderate, Serious, Critical
Medical history sheet Allergies, Current medication, Medical history, Emergency contact, Contact phone
Surgical procedures 12 operating room procedures (fracture reduction, projectile extraction, exploratory laparotomy…), for operative reports

Install what is missing only adds the missing pieces, in the organization’s default language: nothing is duplicated, and running it again is safe. A message gives the number of items added; when everything is there, the button reads Everything is already in place. Everything stays editable afterwards in Forms and Reference lists. You need to manage both forms and reference lists (or be an administrator); otherwise the button stays locked (“You also need to manage reference lists to install the pack.”). Shortcuts lead to Forms, Reference lists and In-game care billing (Fine collection).

The Medical department step: what is in place and what is missing

Getting started is reserved for the owner and administrators, who see the whole tour. A member who was given part of the delegated administration (see Permissions) only sees the steps of their permissions:

Permission Steps
Manage forms Operation reports, Medical department
Set up notifications Notifications
Set up the game the eight assistant steps after Connect your server (the switch itself stays with administrators)
Set up Discord Invite the bot, Roles and channels

They can set or skip those steps, but not finish or reopen the guide. In the game assistant, creating a key and the Live map tab also need Set up the map. Command permissions (unit statuses, pay scales…) are set in their modules and don’t open the guide.

A member with no step who opens the page sees “Reserved for the organization’s administrators.” and Back to home.

Within each step, the editor applies its own rules: an action you aren’t allowed to take stays visible but locked.

Progress is saved for the whole organization: what one administrator set, the others see as set.

  • On the home page, administrators see a Getting started card (“6 of 22”, “Next step: …”) with Start (nothing set yet) or Resume, until the guide is finished. This card only exists for organizations created with the guide; older ones open it from Settings.
  • At the top of Settings, a strip shows the progress and Start or Resume, then Finished and Review once finished. It shows for everyone who has steps, delegated administration included.
  • When every step is set or skipped, an Everything is set banner offers Finish getting started (administrators): the card leaves the home page and the Getting started is finished banner replaces it. Reopen getting started brings it back; steps keep their state.
  • Until it is finished, the owner gets a reminder (bell or Discord direct message, depending on their preferences) one day, then one week after creation. Getting started category of notifications.
The Settings strip