Night Shifts - Mobile Data Terminal for FiveM

Installation and integration guide for Night Shifts MDT (v1) on FiveM.


📋 Table of Contents

  1. 🛒 Purchase Information
  2. ⚠️ Important Pre-Installation Notes
  3. 🔧 System Requirements & Compatibility
  4. 📦 Installation Process
  5. ⚙️ Configuration Setup
  6. 🎮 How It Works
  7. 🔗 Integration & Compatibility
  8. 📊 Exports
    1. GetUserShiftData(targetServerId)
    2. GetPostalForPlayer(source)
    3. GetDepartments()
    4. GetRanksByDepartmentId(departmentId)
    5. GetSubDepartmentsByDepartmentId(departmentId)
    6. GetSetting(key)
    7. GetAllSettings()
    8. GetCurrencySymbol()
    9. GetCurrentLanguage()
    10. GetAvailableLanguages()
    11. GetActiveShiftByServerId(serverId)
    12. GetCurrentShiftDurationByServerId(serverId)
    13. StartShiftByServerId(serverId, departmentId, subDepartmentId, rankId, callsign)
    14. EndShiftByServerId(serverId [, callback])
    15. UpdateShiftStatusByServerId(serverId, statusCode [, callback])
    16. UpdateCallsignByServerId(serverId, newCallsign)
    17. ForwardCallToMDT(callData [, callback])
    18. IsMenuOpen()
    19. IsOnPoliceShift() · IsOnAmbulanceShift() · IsOnFireShift() · IsOnTowShift() · IsOnCouncilShift()
    20. GetPlayerCallsign()
    21. OpenMenu() · CloseMenu() · ToggleMenu()
    22. ForwardCallToMDT(callData)
  9. 🚑 Medical Records (Ambulance Panel)
    1. Tiered permissions
    2. 🩺 Configuring medical types (admin)
    3. Database
  10. 🛠️ Troubleshooting
  11. 💡 Best Practices
  12. 🆘 Support

🛒 Purchase Information

Get Night Shifts MDT:

Purchase on Nights Software Store


⚠️ Important Pre-Installation Notes

Critical Installation Order: Always follow this exact sequence to avoid parsing errors in the F8 console:

  1. Download ZIP Package from CFX Portal
  2. Unpack in a folder on your local machine
  3. Set File Transfer Protocol (FTP) type to binary
  4. Drag files from local machine to server resources folder
  5. Add to server.cfg (ensure script)
  6. Boot up the server

Support Policy: Follow this guide step by step. If you’re stuck, ask for support in our Discord and provide the specific step name. Do not skip steps.

Database Requirement: Night Shifts MDT requires a MySQL database and oxmysql resource to function properly.

Emergency Response Simulator Compatible: It is possible to search NPCs and their vehicles in the MDT when they have been interacted with via the Emergency Response Simulator.


🔧 System Requirements & Compatibility

OneSync Compatibility

  • ✅ OneSync Legacy: Fully tested and compatible
  • ✅ OneSync Infinity: Fully tested and compatible

Framework Compatibility

  • ✅ Standalone: If no supported framework resource is running, the MDT runs in standalone mode: no automatic civilian generation from characters (players use council registration / staff workflows as you configure).
  • ✅ Auto civilian generation (framework bridge): When a supported framework is detected and started before or with the MDT, the resource syncs each loaded character into nsmdt_civilians (create or update by framework id). Supported stacks (detection order on the server):

    Framework Resource / API Character id used for sync
    ESX es_extended identifier
    QBox qbx_core (GetPlayer) citizenid
    QBCore qb-core citizenid

    On first sync, a council-style personal id (e.g. CIV-…) can be issued; identity documents may be auto-generated when your document types and council rules allow (see server logs for [MDT Framework]). Existing civilians are updated on subsequent loads (name, job, phone, etc., per bridge data).

  • ✅ Framework fines: Optional bank/cash deduction for council fines when a framework player pays—configure Config.FrameworkFineAccount in config.lua (ESX / QBCore / QBox).
  • ✅ Custom banking (standalone): If you run a standalone server with your own banking resource (or want to override one specific operation on a framework server), the banking bridge exposes a BankingBridge.Custom slot you can plug into. Council fines, balance reads and any future money-moving feature will then go through your code instead of (or in addition to) the framework path. See Custom Banking Bridge below.

Run es_extended, qbx_core, or qb-core on the same server as Night Shifts MDT if you want automatic civilian sync. Only one framework path is selected (ESX → QBox → QBCore in that order if multiple were present).

Dependencies

  • ✅ MySQL Database - Required for data storage
  • ✅ oxmysql - Required database API

Note: Database setup (MySQL + oxmysql) is required regardless of framework. Permissions and departments are configured inside the MDT (and initial super-admins in config.lua). Optional integrations include: auto civilian sync on supported frameworks, fine payments through the framework account, and Discord-driven department assignment via the separate Night Discord API resource — see Discord integration below.


📦 Installation Process

Step 1: Database Setup (Required)

We assume you have a database for your FiveM server. If you do not have one, contact your hosting providers’ documentation on how to get and build one. This is a dependency for Night Shifts MDT to work.

  1. Set up your database via your hosting provider
  2. Connect to your database using credentials in an SQL connection string
  3. Add to server.cfg above the ensure/start of resources:
set mysql_connection_string "user=Your_Database_Username;password=Your_Database_Password;host=Your_Database_Host;port=3306;database=Your_Database_Name;charset=utf8mb4_general_ci"

Localhost Example:

set mysql_connection_string "user=root;password=;host=localhost;port=3306;database=Your_Database_Name;charset=utf8mb4_general_ci"
  1. Automatic Table Installation - When you boot up the server, the code will run queries to install required tables

Manual Installation: The files include a datatables.sql file if you prefer to manually install the tables.

Step 2: Install oxmysql (Required)

If you don’t have oxmysql installed, download it from: Download oxmysql

  1. Place oxmysql into your resources folder
  2. Add to server.cfg - Ensure it starts before Night Shifts MDT:
ensure oxmysql

Documentation: For oxmysql questions, visit oxmysql documentation

Step 3: Test Database Connection

Start your server and check the console for oxmysql connection messages. You should see:

[script:oxmysql] Database server connection established!

Step 4: Postal codes (optional — auto-detect)

Night Shifts MDT does not require a specific postal resource name. It auto-detects which postal / map data is available on your server and uses it for player and world lookups (dispatch, addresses, etc.).

How it works

  1. HUD-first (player position) — If a supported HUD exposes postal for the local player, that is preferred: rhud (get_postal), then SimpleHUD / ModernHUD (getPostal), in that order.
  2. World coordinates — For map pins and coordinates, the MDT tries rhud world APIs first, then hinted postal resources in order: mnr_postals, nearest-postal.
  3. Multiple formats — The same hints are probed for several backends: JSON lists referenced by the resource postal_file manifest metadata, MNR-style Lua data (config + data files), export-based nearest-postal (getNearestPostal, getPostalAtCoords, etc.), and similar. You can ship different postal file packs (or forks of nearest-postal / MNR) as long as the resource exposes one of these patterns; the MDT picks the first working match at runtime.
  4. Dependencies of postal resources — Some MNR builds need ox_lib running. Install what your chosen postal resource documents.

You typically ensure your postal / map stack before Night Shifts MDT in server.cfg, for example:

ensure ox_lib
ensure nearest-postal
# or: ensure mnr_postals
# plus any minimap / postal overlay resource you use

No extra bridge resource — Integration is built into the MDT client; you do not need a separate “MDT ↔ postal” bridge. If nothing matches, postal-dependent UI may show blanks until a compatible resource is added.

Step 5: Install Night Shifts MDT

  1. Download from CFX Portal Assets
  2. Extract and transfer using binary FTP mode
  3. Place the resource folder into your resources directory — keep the original folder name (night_shifts_mdt) as shipped; do not rename it.
  4. Add to server.cfg:
ensure night_shifts_mdt
  1. Verify startup — Check console for oxmysql and night_shifts_mdt starting without errors

Using ERS? In server.cfg, ensure night_shifts_mdt before ensure night_ers — ERS calls MDT exports at startup, so the MDT must already be running. See Emergency Response Simulator Integration below for config and behaviour.

First start & database setup: When the resource starts, it runs a sequence of MySQL queries to create or update the required tables, columns, and indexes automatically. That work can take a short time (often a few seconds; longer on a slow database or a very first install). Let the server console finish this phase before deciding something failed—brief delays here are normal.


⚙️ Configuration Setup

Required Tools

Visual Studio Code: We strongly recommend downloading VS Code for editing Lua files.

Configuration Files

Paths below use night_shifts_mdt as the resource folder name—use the same name you deploy and ensure in server.cfg (some installs rename the folder; paths are always relative to that folder).

Path Purpose
night_shifts_mdt/config/config.lua Main config — tablet prop/animations, ERS link (Enable_ERS), framework fine account, hotkeys, civilian emergency call, Show ID, initial super-admins, and other core toggles
night_shifts_mdt/config/config_anpr.lua ANPR — static camera positions, scan radii, and related ANPR vehicle/hash lists
night_shifts_mdt/config/config_npc_pool.lua ERS NPC pool — fictive NPC identities and vehicle-record probabilities for Emergency Response Simulator / PNC integration
night_shifts_mdt/config/translations/<locale>.lua Languages — one file per locale (e.g. en.lua, de.lua, fr.lua, …)

Optional files some servers customize:

Path Purpose
night_shifts_mdt/client/c_functions.lua Client helpers (e.g. postal auto-detect, shared utilities)
night_shifts_mdt/server/s_functions.lua Server helpers, Discord webhook implementation, and the optional Custom Banking Bridge preset

Configuration Process

  1. Open VS Code and navigate to the config files
  2. Read thoroughly - each line has explanatory comments
  3. Configure in order - work from top to bottom
  4. Watch for notes - important warnings are clearly marked
  5. Test frequently - use F8 console and server console for error checking

Time Investment: Plan adequate time for configuration. Each variable is named descriptively to help you understand its purpose.


🎮 How It Works

Civilian-facing

  • Emergency call (e.g. F3) — Quick civilian emergency call into the dispatch ecosystem (subject to cooldowns and “on shift” rules in config)
  • Council self-service — Manage your civilian profile: documents, licenses, vehicles, properties, and businesses from the tablet
  • Show ID — Present government ID to a nearby player for RP identity checks

Emergency services (in the tablet)

  • Shift & status — Clock in/out, department selection, status codes, panic (command or MDT) as configured
  • Dispatch — Call board, units, notes, and map-backed situational awareness; quick-respond and communications as set up on your server
  • PNC — Full lookup stack: people, plates, warrants, case files, flags, ANPR, and penal code reference
  • Operations & forms — Department-specific configurable forms and workflows; applications and internal operations tied to the same form system
  • Management — Roster, fleet, bulletins, certifications, and submission review for leadership roles

Permissions

Two layers work together: who can open admin tools vs what each job role may do in the MDT while on shift.

  • Admin permissions — A global admin level (0–3: regular user, moderator, admin, super admin) decides whether someone can use the admin panel at all, and which admin areas they get (users, departments, MDT settings, penal code editor, license/document/flag types, forms, system logs, emergency-wide actions, bug reports, and the admin-permissions editor for super admins). Moderators and up can have granular actions inside those modules (for example view vs edit on penal codes, or which settings tabs they may change). Levels are assigned when a super admin edits user management; initial super-admins can be seeded in config.lua for first-time setup.
  • Rank permissions — Separate from admin level: each rank inside a department has its own permission strings (for example PNC lookups, dispatch features, council administration). Super admins or department managers assign these when configuring ranks. Permissions can inherit from other ranks in the same department via rank hierarchy, so a sergeant can automatically include patrol allowances without duplicating every flag. The MDT resolves a player’s effective permissions when they clock in to a department (and refreshes when ranks or hierarchy change).

In practice: Admin level answers “May this person run the server / MDT configuration UI?” Rank permissions answer “Once clocked in as this job role, which operational menus and actions (dispatch, PNC, ANPR, …) are allowed?” A user can be a high rank in police without any admin level, and an admin can configure the server without needing a department rank.

Where department + rank assignments come from. A user’s rows in nsmdt_user_departments are tagged with an assignmentSource that records who put them there:

Source Set by Removable by
admin A super admin / admin assigns the user via User Management in the admin panel Admin only — never overwritten by automatic syncs
open_join The user joins a department configured as open join from the home page Admin, or the user leaves voluntarily
discord The optional Discord integration maps a Discord role the user holds to that (department, rank) Admin (manually), or removed automatically when the user loses the Discord role / the mapping is deleted / integration is disabled

Admin assignments take precedence: if an admin edits a row that started life as discord, it is promoted to admin and stays put across syncs.

Server owners & admins

  • First-run & roles — Initial super-admins and tiered admin levels (moderator / admin / super admin) in config; ongoing user management and permission matrices in-tablet
  • Reference data — Departments, ranks, penal codes, license/document/flag/certification types, and form builder without editing NUI source
  • Operations — System logs, emergency-wide actions, MDT-wide settings, and bug reports from the field

🔗 Integration & Compatibility

How Night Shifts MDT fits next to other resources. Required pieces are under System Requirements (OneSync, MySQL, oxmysql). Postal / HUD data for addresses and map context (optional): see Step 4: Postal codes — the MDT auto-detects supported resources on the client and does not use a separate postal bridge.

Frameworks (optional)

  • Standalone — MDT works with no ESX / QBCore / QBox; civilians are created through council flows and staff tools unless you add a framework.
  • ESX / QBox / QBCore — When es_extended, qbx_core, or qb-core is running, the framework bridge syncs characters into nsmdt_civilians and the banking bridge can charge council fines to the player’s bank or cash (Config.FrameworkFineAccount). Details and detection order: Framework Compatibility (earlier on this page).

Custom Banking Bridge

The MDT’s banking bridge (server/server_banking_bridge.lua) handles ESX, QBox and QBCore out of the box. For everything else — a standalone server with your own banking resource, a heavily modified framework, or a server that just wants to override one specific operation — you can register handlers on BankingBridge.Custom. Anywhere the MDT moves money (today: council fine payments) will then go through your code.

A ready-to-uncomment preset is provided at the bottom of server/s_functions.lua (which is escrow-ignored and ships open). That is the recommended place to register your handlers; the file is reloaded on every resource restart and survives MDT updates.

When the custom path runs (and when it doesn’t)

Selection happens per call, not globally — you can override only the operations you care about and let the framework keep handling the rest.

Situation What runs
BankingBridge.Custom.<Op> is registered as a function Your handler runs first. Its return value is what callers receive.
Your handler throws an error Bridge logs ^1[MDT Banking]^7 BankingBridge.Custom.<Op> threw: … and falls through to the framework path (or STANDALONE). MDT never crashes from a buggy handler.
BankingBridge.Custom.<Op> is nil / not a function Falls through to the framework path for that op (ESX → QBox → QBCore), or STANDALONE if no framework is detected.
BankingBridge.Custom is nil entirely Same as above — pure framework / STANDALONE behaviour, identical to MDT’s pre-custom default.
Standalone server, no custom registered GetPlayerMoney returns 0. AddMoney / RemoveMoney are no-ops returning true so caller flow (e.g. fine “paid”) is not blocked. The council fine UI skips the deduction call entirely in this case.
Standalone server, custom is registered Council fines and other money calls do invoke your handler. The bridge’s HasActiveBackend() reports true once any custom handler is present, which is what gates the fine deduction.

The custom check happens per operation. If you implement only AddMoney, calls to GetPlayerMoney / RemoveMoney will still hit the detected framework (or STANDALONE no-op). Implement all three for a fully self-contained custom backend.

Handler signatures

Handler Signature Return
GetPlayerMoney function(source, account) Number — current balance for that account. Return 0 if the player is unknown.
RemoveMoney function(source, amount, reason, account) Booleantrue on success; false on failure (e.g. insufficient funds). On false the council UI shows the localised “insufficient funds” toast.
AddMoney function(source, amount, reason, account) Booleantrue on success.

Parameters:

  • source — player server id (number).
  • amount — already validated > 0 by the bridge before your handler runs (number, integer once normalised).
  • reason — human-readable string the MDT supplies (e.g. "MDT Fine #42"). Forward to your banking transaction history.
  • account — one of 'cash', 'bank', 'crypto'. The MDT itself uses 'bank' for fines (configurable via Config.FrameworkFineAccount).

reason is also the second argument to ESX xPlayer.removeMoney / QBCore Player.Functions.RemoveMoney for parity. If your banking system has no concept of a transaction reason, you can ignore the parameter — the MDT does not inspect what you do with it.

Minimal example

In server/s_functions.lua, uncomment the preset block at the bottom and replace the exports['my_banking']:… calls with whatever your banking resource exposes:

Citizen.CreateThread(function()
    local waited = 0
    while BankingBridge == nil do
        Citizen.Wait(100)
        waited = waited + 100
        if waited >= 10000 then
            print('^1[Night Shifts MDT]^7 BankingBridge global never appeared — custom banking NOT registered.')
            return
        end
    end

    BankingBridge.Custom = {
        GetPlayerMoney = function(source, account)
            return exports['my_banking']:GetBalance(source, account) or 0
        end,
        RemoveMoney = function(source, amount, reason, account)
            return exports['my_banking']:Withdraw(source, amount, reason, account) == true
        end,
        AddMoney = function(source, amount, reason, account)
            return exports['my_banking']:Deposit(source, amount, reason, account) == true
        end,
    }
end)

The Citizen.CreateThread + polling wrapper is intentional — s_functions.lua loads before server_banking_bridge.lua, so the BankingBridge global does not exist yet at the top of this file. Polling (rather than a single Wait(0)) makes the registration robust against any boot-order shuffle and gives a clear console error if the bridge is somehow missing.

Do not call BankingBridge.Custom.<Op>(…) recursively from inside your own handler — that will infinite-loop. Always call your underlying banking resource’s exports directly.

What currently uses the bridge

Today the bridge is exercised by council fine payments (server/server_council.lua). Any future feature that moves money will go through the same three functions, so registering custom handlers now future-proofs your standalone setup.

Emergency Response Simulator (night_ers)

Optional integration for servers that run Emergency Response Simulator (night_ers).

  • MDT → ERS — With Config.Enable_ERS in the MDT, clock-in/out can call night_ers so ERS shift state stays aligned (set ManageShiftsByMDT in ERS where applicable so the MDT owns shift toggles).
  • PNC & world — ERS-driven NPCs and vehicles can appear in lookups, ANPR, and related flows according to your config_npc_pool.lua and ERS settings.
  • server.cfgensure night_shifts_mdt before ensure night_ers. ERS calls MDT exports (PNC lookups, ped interactions, call forwarding, …) at startup, so the MDT has to be running first. If you do not run ERS, omit it.

Requirements

Requirement Notes
oxmysql2.12.0 night_ers requires oxmysql v2.12.0 or newer. We recommend running the latest oxmysql release on any server using ERS.
night_shifts_mdt started before night_ers in server.cfg Boot order matters — night_ers calls MDT exports (PNC lookups, ped interactions, call forwarding, …) on its own startup, so the MDT must already be running. The MDT probes night_ers lazily at runtime, so it does not need ERS up first.
Config.Enable_ERS = true in the MDT Toggles the integration. With it off, the MDT ignores ERS entirely even if the resource is running.
ManageShiftsByMDT enabled on the ERS side (where applicable) Lets the MDT own clock-in/out so ERS shift state stays aligned with MDT shifts instead of fighting them.

Discord integration (night_discordapi)

Optional integration that lets the MDT grant department + rank automatically based on the Discord roles a player holds. Intended for servers that already manage their roster in Discord and don’t want to mirror every promotion by hand in the admin panel.

This is a separate capability from Discord webhooks below — webhooks post messages out of the MDT, this integration reads roles in to decide who has access to what.

What it does

  • Maps Discord roles → (department, rank). Optionally also a sub-department and an isPrimary flag. One Discord role can map to one (department, rank) pair; one user can have many mapped roles and gets all of the assignments.
  • Syncs automatically when a player connects, when the Discord role list changes server-side (5-minute background sweep), and on demand from buttons described below.
  • Removes access automatically when a Discord role is taken away, when its mapping is deleted in the admin panel, or when the master integration switch is turned off.
  • Never touches admin-assigned rows. If an admin assigns or edits a department row in User Management, that row is tagged admin and is never overwritten by a sync. See the table in Permissions for how the source tags interact.

Requirements

Requirement Notes
night_discordapi2.3.0 The MDT calls GetDiscordMemberRoleIds (added in 2.3) to read raw role IDs. Older builds will start, but mapping by role ID is unavailable and only legacy name-based matching works. Recommended: upgrade.
night_discordapi started before night_shifts_mdt in server.cfg Boot order matters — the MDT probes GetResourceState('night_discordapi') on connect.
Each player has linked their Discord account in the FiveM app Without a Discord identifier (GetPlayerIdentifierByType(src, 'discord')), the integration silently skips that player. The admin panel surfaces unlinked online players so you can ask them to fix it.
night_discordapi is configured with the bot token + guild(s) + role table described in its Discord API documentation The MDT only consumes data the API exposes; if the bot can’t see a guild or role, the MDT can’t map it.

Set it up

All of this is done inside the MDT admin panel — no config.lua changes needed.

  1. Install and configure night_discordapi as documented on its own page. Add ensure night_discordapi before ensure night_shifts_mdt in server.cfg. Restart the server.
  2. Open the MDT as a Super Admin, go to Admin Panel → Discord Integration.
  3. Toggle the master switch on. If night_discordapi isn’t started, the page will tell you so and the toggle stays disabled.
  4. (Optional) Restrict to specific guilds. By default the integration reads role data from every guild your bot knows about. If you want to scope it to one or two specific Discord servers, list their guild names (the friendly names defined in night_discordapi’s Discord_Guild_Names).
  5. Add role → rank mappings with the Add mapping button. The role picker lists every Discord role visible to the bot, grouped by guild; the department / rank pickers list everything you have configured in the MDT. Use the Bulk add dialog when seeding many ranks for one department in one go.

That’s it — the next time an affected player connects (or in the next 5-minute background sweep, whichever comes first), they’ll be assigned the matching department and rank and the home page will reflect it.

Map the role ID (the dropdown does this automatically when night_discordapi ≥ 2.3 is running). Discord role names can be renamed at any time and the mapping list will flag renamed or missing roles with badges so you can clean them up.

Refreshing roles

Trigger Who Cooldown Forces a fresh Discord fetch?
Player connects Automatic Yes (initial seed)
Player opens the MDT Automatic No (uses cached roles)
5-minute background sweep Automatic Yes
“Refresh roles” button on the home page Per-player 30 s Yes
“Resync all online” button in the admin panel Per-admin 30 s Yes (for every linked online player)

The two manual buttons exist so you don’t have to wait up to 5 minutes after a Discord-side change. They don’t conflict with the background sweep — night_discordapi collapses overlapping requests for the same player.

Disabling the integration

Flipping the master switch off does two things immediately:

  1. Stops all future Discord syncs (the home-page Refresh button hides itself for every online player).
  2. Bulk-deletes every department row tagged assignmentSource = 'discord' so any access that was granted via Discord is revoked at once. Admin and open-join rows are untouched.

This is intentional — leaving Discord-granted access in place after disabling the integration would mean players keep permissions you can no longer manage from Discord. If you want to keep specific people in their departments, re-add them via User Management before turning the integration off, and they’ll be tagged admin and protected.

Who can use the page

The Discord Integration admin page is gated by the new Discord Integration module in the Admin Permissions editor. Defaults:

Level Page access manage_settings manage_mappings resync
0 User · 1 Moderator
2 Admin · 3 Super Admin

Each action is editable per level by a Super Admin, so e.g. a Moderator can be granted resync alone (handy after a Discord-side restructure) without being able to alter mappings or flip the master switch.


Discord webhooks (optional)

Different mechanism to the Discord integration above — webhooks post messages out of the MDT to a Discord channel (dispatch alerts, admin audit), they do not read Discord roles or affect access. You can run either, both, or neither.

The implementation (reading URLs and posting embeds) lives in server/s_functions.lua; you do not paste webhook URLs into that file on a normal install.

URLs are read from server convars at runtime:

  • nsmdt_discord_webhook_dispatch — dispatch-related notifications
  • nsmdt_discord_webhook_admin — admin audit–style notifications

Set them in server.cfg (or any supported way you set FiveM convars), for example:

set nsmdt_discord_webhook_dispatch "https://discord.com/api/webhooks/…"
set nsmdt_discord_webhook_admin "https://discord.com/api/webhooks/…"

If a convar is empty or missing, the MDT skips posting for that channel (same behaviour as documented in the Lua comments above those convar names).

Calling the MDT from other resources

Other scripts can use exports['night_shifts_mdt'] (name must match your resource folder). See Exports below.


📊 Exports

Developers / integrators only. This section documents Lua exports for people writing other FiveM resources that talk to the MDT. Players and server owners doing a normal install and in-tablet setup do not need it—skip unless you are calling exports from code.

How this section is organised

Kind Meaning
Getter Read-only; returns data (or calls your callback with data).
Setter / mutator Writes or updates server-side state (DB and/or cache).
Action Performs a side effect (create call, relay event, open UI). Check return values and callbacks where documented.

Server — integration exports

Getters

GetUserShiftData(targetServerId)
   
Parameters targetServerId (number) — FiveM player server id (source from events, or any valid id).
Returns Single table (not an array). Empty {} if the player cannot be resolved or has no session. Keys (values may be nil when not on shift or not yet pushed): serverId, rockstarLicense, userName, nickName, adminLevel, isOnShift, departmentId, subDepartmentId, rankId, callsign, statusCode, statusLabel, statusColor, shiftDuration (seconds), totalShiftTime, shiftTimeByDepartment (table), location, speed, heading, compassDirection, postal, distanceToNearestPostal, street, zone, modeOfTransport, sirens, plate.
Limitations Server-only. Location fields depend on the client having pushed location while on shift; they may be empty/nil shortly after clock-in.
local mdt = exports['night_shifts_mdt']
local data = mdt:GetUserShiftData(source)
if data.isOnShift then
    print(data.userName, data.callsign, data.statusCode or "")
    print("Location:", data.street or "—", data.postal or "")
end
GetPostalForPlayer(source)
   
Parameters source (number) — player server id. Invalid id returns the translated unknown postal string.
Returns String — postal / zone code for that player’s current ped position.
Limitations Server-only. Without a supported postal backend, you only get the unknown label.

Resolution order (same behaviour as Step 4: Postal codes):

  1. rhud — if started, exports.rhud:get_postal at the ped’s X/Y.
  2. SimpleHUD or ModernHUD — if started, getPostal(source) on that resource.
  3. Static postal data — nearest code from mnr_postals, nearest-postal, or JSON via postal_file metadata, using the ped’s coordinates.
local postal = exports['night_shifts_mdt']:GetPostalForPlayer(source)
GetDepartments()
   
Parameters None.
Returns Array table of active department rows from cache (SELECT * from nsmdt_departments, filtered to isActive). Each element is a table with at least: id, departmentName, departmentShortName, departmentDescription, departmentIcon, departmentBanner, departmentLogo, departmentType, departmentColor, blipColour, blipSprite, displayOrder, isActive, createdAt, createdBy, modifiedAt, modifiedBy.
Limitations Server-only. Archived departments (isActive = 0) are omitted (clock-in pickers only see active rows).
for _, d in ipairs(exports['night_shifts_mdt']:GetDepartments()) do
    print(d.id, d.departmentName)
end
GetRanksByDepartmentId(departmentId)
   
Parameters departmentId (number).
Returns Array table of rank rows for that department from cache. Each element includes: id, departmentId, departmentName (joined from departments), rankName, rankShortName, rankDescription, rankOrder, permissions (array of permission strings, e.g. PNC/dispatch flags — parsed from nsmdt_rank_permissions).
Limitations Server-only. Empty {} if departmentId is invalid or there are no ranks.
local ranks = exports['night_shifts_mdt']:GetRanksByDepartmentId(1)
GetSubDepartmentsByDepartmentId(departmentId)
   
Parameters departmentId (number).
Returns Array table of sub-department rows for that department from cache. Each element includes: id, departmentId, departmentName (joined), subDepartmentName, subDepartmentShortName, subDepartmentDescription, displayOrder, createdAt. Use id as subDepartmentId when calling StartShiftByServerId.
Limitations Server-only. Empty {} if the department has no sub-departments or id is invalid.
local sub = exports['night_shifts_mdt']:GetSubDepartmentsByDepartmentId(1)
GetSetting(key)
   
Parameters key (string) — e.g. currency, currencyPosition, timeFormat, dateFormat, speedUnit, vehicleInspectionEnabled, vehicleInspectionLabel, alert duration keys.
Returns Value for that setting (type depends on key).
Limitations Server-only. Read-only.
local mdt = exports['night_shifts_mdt']
print(mdt:GetSetting('currency'), mdt:GetSetting('speedUnit'))
GetAllSettings()
   
Parameters None.
Returns Table — full settings (defaults merged with DB), including alertDurations and similar.
Limitations Server-only. Read-only.
local settings = exports['night_shifts_mdt']:GetAllSettings()
GetCurrencySymbol()
   
Parameters None.
Returns String — display symbol (e.g. $, ).
Limitations Server-only.
local symbol = exports['night_shifts_mdt']:GetCurrencySymbol()
GetCurrentLanguage()
   
Parameters None.
Returns String — language code (e.g. en).
Limitations Server-only.
GetAvailableLanguages()
   
Parameters None.
Returns Table — array of language codes.
Limitations Server-only.
for _, code in ipairs(exports['night_shifts_mdt']:GetAvailableLanguages()) do print(code) end
GetActiveShiftByServerId(serverId)
   
Parameters serverId (number) — player server id.
Returns Active shift table, or nil if not on shift.
Limitations Server-only. Raw shift object (internal shape).
local shift = exports['night_shifts_mdt']:GetActiveShiftByServerId(source)
if shift then print(shift.callsign, shift.departmentId, shift.statusCode) end
GetCurrentShiftDurationByServerId(serverId)
   
Parameters serverId (number) — player server id.
Returns Number — seconds in the current shift; 0 if not on shift.
Limitations Server-only.
local seconds = exports['night_shifts_mdt']:GetCurrentShiftDurationByServerId(source)

Actions — Shift

StartShiftByServerId(serverId, departmentId, subDepartmentId, rankId, callsign)
   
Parameters serverId — player server id. departmentId, subDepartmentId, rankId — from GetDepartments / GetRanksByDepartmentId / GetSubDepartmentsByDepartmentId. callsign — string you want for this shift (export does not load a saved callsign from the DB; empty → "UNASSIGNED").
Returns success (boolean), result (table or error string). On success, result.callsign reflects what was stored.
Limitations Server-only. Player must already have an MDT session.
local mdt = exports['night_shifts_mdt']
local depts = mdt:GetDepartments()
local dept = nil
for _, d in ipairs(depts) do
    if d.departmentName == "LSPD" then dept = d; break end
end
if not dept then return end
local ranks = mdt:GetRanksByDepartmentId(dept.id)
local rank = nil
for _, r in ipairs(ranks) do
    if r.rankName == "Officer" then rank = r; break end
end
if not rank then return end
local success, result = mdt:StartShiftByServerId(source, dept.id, nil, rank.id, "L-42")
if success then print("Clocked in:", result.callsign) else print("Failed:", tostring(result)) end
EndShiftByServerId(serverId [, callback])
   
Parameters serverId (number). callback (optional) — function(success, durationOrError, totalTime).
Returns success (boolean), duration (number or error string), totalTime (number).
Limitations Server-only.
local mdt = exports['night_shifts_mdt']
local ok, duration, total = mdt:EndShiftByServerId(source)
mdt:EndShiftByServerId(source, function(success, durationOrErr, totalTime)
    if success then print("Ended. Duration:", durationOrErr) end
end)
UpdateShiftStatusByServerId(serverId, statusCode [, callback])
   
Parameters serverId (number). statusCode (string) — e.g. 10-8, 10-6 (must exist for the department).
Returns success (boolean), result (string or nil).
Limitations Server-only.
local ok, err = exports['night_shifts_mdt']:UpdateShiftStatusByServerId(source, "10-8")
UpdateCallsignByServerId(serverId, newCallsign)
   
Parameters serverId (number). newCallsign (string) — alphanumeric, spaces, hyphens; max 20 characters.
Returns success (boolean), result (table or error string).
Limitations Server-only.
exports['night_shifts_mdt']:UpdateCallsignByServerId(source, "L-99")

Actions — Dispatch

ForwardCallToMDT(callData [, callback])
   
Parameters callData (table) — see required fields below. callback (optional) — function(success, callId).
Returns Nothing useful synchronously; use callback when you need callId.
Limitations Server-only. Validation rejects if callType or description is empty; x/y missing or both zero; or no routing flag is set. At least one of requiresPolice, requiresAmbulance, requiresFire, requiresTow, requiresCouncil must be 1.

Required callData

Field Rule
callType Non-empty string
description Non-empty string
x, y Numbers; not both zero
requiresPolice / requiresAmbulance / requiresFire / requiresTow / requiresCouncil At least one 1

Optional callData (examples)

Field Notes
priority Default 3 (grades 1–5).
priorityLabel, priorityColor Override from settings.
incidentRef Dispatcher reference (e.g. CAD).
callerName, contactDetails Reporting party.
z Optional height.
street, postal, zone Display on call card.
exports['night_shifts_mdt']:ForwardCallToMDT({
    callType = "Road Traffic Collision",
    description = "Two vehicles, one driver unconscious.",
    x = -561.3, y = -199.7, z = 37.9,
    requiresPolice = 1, requiresAmbulance = 1,
    requiresFire = 0, requiresTow = 0, requiresCouncil = 0,
    priority = 2, callerName = "Dispatch", contactDetails = "555-0100",
}, function(success, callId)
    if success then print("Call #" .. tostring(callId)) end
end)

Client — integration exports

Getters

IsMenuOpen()
   
Returns Boolean — whether the MDT NUI/tablet is considered open.
Limitations Client-only.
if exports['night_shifts_mdt']:IsMenuOpen() then
    -- tablet is up
end
IsOnPoliceShift() · IsOnAmbulanceShift() · IsOnFireShift() · IsOnTowShift() · IsOnCouncilShift()
   
Returns Boolean each — whether the local player is clocked into that department type (synced from MDT state).
Limitations Client-only. At most one shift type at a time. Cached; MDT does not need to be open.
local mdt = exports['night_shifts_mdt']
if mdt:IsOnPoliceShift() then
    -- police shift HUD branch
elseif mdt:IsOnAmbulanceShift() then
    -- ambulance shift HUD branch
end
GetPlayerCallsign()
   
Parameters None.
Returns String — the local player’s current shift callsign (e.g. "L-42"), or nil when the player is not on shift.
Limitations Client-only. Cached from receiveShiftData, shiftStarted, and callsignUpdated events; the MDT does not need to be open. The player must have opened the MDT at least once during the session for the server to start sending shift updates (same constraint as the IsOn*Shift exports).
if GetResourceState("night_shifts_mdt") == "started" then
    local callsign = exports['night_shifts_mdt']:GetPlayerCallsign()
    if callsign then
        print("Callsign: " .. callsign)
    else
        print("Player is not on shift")
    end
else
    print("[ERROR] You have enabled the callsign feature but night_shifts_mdt is not started.")
end

Actions (tablet / UI)

OpenMenu() · CloseMenu() · ToggleMenu()
   
Parameters None.
Returns Depends on internal helpers; use for control flow, not strict contracts.
Limitations Client-only. May interact with focus/NUI; avoid re-entrancy spam.
exports['night_shifts_mdt']:OpenMenu()

Actions (dispatch)

ForwardCallToMDT(callData)
   
Parameters Same validation rules as the server export (callType, description, x/y, at least one requires* = 1). Optional: attachCreatingUnit = true or 1 — attach the local player as a unit on the new call (must be clocked in).
Returns Nothing.
Limitations Client-only. No callback — cannot read callId here. Use server ForwardCallToMDT if you need callId. Server receives attach intent as 1/0 for reliable serialization.
exports['night_shifts_mdt']:ForwardCallToMDT({
    callType = "Medical Emergency",
    description = "Person down near the pier.",
    x = -1850.0, y = -1230.0, z = 13.0,
    requiresPolice = 0, requiresAmbulance = 1,
    requiresFire = 0, requiresTow = 0, requiresCouncil = 0,
    callerName = "Civilian", contactDetails = "555-0199",
})

🚑 Medical Records (Ambulance Panel)

The Medical Records panel is an ambulance-only module accessible from the MDT sidebar when a user is on shift in a department of type ambulance and holds the medical_records.view permission. It mirrors the PNC structure (search → patient detail → tabbed file) and provides:

  • Patient search — find civilians by name, phone, or personal id.
  • Patient file with five tabs: Overview/Vitals, Diagnoses, Treatments, Medications, and Immunizations.
  • Medical alerts banner at the top of every patient file (DNR, contagious, organ donor, …).

Tiered permissions

Granted per rank under Admin Panel → Departments → Edit ranks → Permissions (only ambulance departments expose these):

Permission Grants
medical_records.view Page access + read-only of all patient files
medical_records.add_treatment Log treatments, allergies, vitals, immunizations (operational ranks)
medical_records.diagnose Add diagnoses + prescriptions (paramedic+, standing-order scope)
medical_records.flags Add/remove medical alerts (supervisory)
medical_records.delete Delete records (top brass — destructive corrections / cleanup)

🩺 Configuring medical types (admin)

Two of the dropdowns and the alert-banner styling are admin-curated rather than hardcoded so each server can model the alert types and treatment categories that fit their RP setting.

Where: Admin Panel → Medical Types (requires medical_types.view; create / edit / delete are separately gated).

Sub-tabs:

  • Alert Types — drives the patient-file alert banner and the Add Medical Alert dropdown. Each type has an identifier (immutable string id used to link existing records), a label, a FontAwesome icon (e.g. fa-ban, fa-virus), a hex color for the badge, a display order, and an enabled toggle.
  • Treatment Types — drives the Log Treatment dropdown. Slimmer fields: identifier, label, display order, enabled.

What is configurable:

Type / scale Configurable?
Alert types (DNR / Pregnant / …) ✅ Add, edit, disable, delete from the admin panel.
Treatment categories (On scene / Transport / …) ✅ Same.
Allergy severity (mild / moderate / …) ❌ Hardcoded — clinical standard. Localize via translation keys medical.severity_*.
Diagnosis status (active / chronic / resolved) ❌ Hardcoded — clinical standard. Localize via translation keys medical.diagnosis_status_*.
Prescription status (active / discontinued / completed) ❌ Hardcoded — clinical standard. Localize via translation keys medical.prescription_status_*.
Blood types (A+, A-, …) ❌ Hardcoded — universal biological set.

Default seed: On first install (when the lookup tables are empty) the MDT seeds the seven default alert types and six default treatment types from server/presets/medical_flag_type_presets.lua and server/presets/medical_treatment_type_presets.lua. After that, only the admin panel writes to those tables — the preset files are ignored, so editing them on a live server has no effect.

Creating a custom alert type:

  1. Open Admin Panel → Medical TypesAlert Types tab.
  2. Click Add Alert Type.
  3. Fill in:
    • Label — e.g. Mental Health Hold. The identifier is auto-derived (mental_health_hold).
    • Icon — any FontAwesome 6 free class without the fas prefix (e.g. fa-brain).
    • Color — any hex code; the live preview shows exactly how the banner will render it.
    • Display order — lower numbers appear first in the dropdown.
  4. Save. The new type is immediately available the next time medical staff open a patient file.

Disabling vs deleting:

  • Disabling keeps every existing record’s tag intact and only hides the type from new-entry dropdowns. Safe and reversible.
  • Deleting is blocked if any patient records still reference the type — the toast will tell you how many. To delete a type that’s in use, either reassign those records first or simply disable it instead.

Translations:

Each preset id has a matching translation key (medical.flag_type_<id>, medical.type_<id>). When you add a custom type, the admin label is shown until you also add a translation key — useful if your server runs multiple languages. The lookup order for a given type id is:

  1. Translation key (if defined) — wins.
  2. Admin-configured label.
  3. Raw id (last resort).

Database

The medical records system uses six patient-record tables and two admin-curated lookup tables, all auto-created on first start:

Table Purpose
nsmdt_medical_allergies Per-civilian allergies + severity
nsmdt_medical_diagnoses Active / chronic / resolved diagnoses
nsmdt_medical_treatments Chronological treatment log
nsmdt_medical_prescriptions Active / discontinued / completed prescriptions
nsmdt_medical_immunizations Vaccination records
nsmdt_medical_flags Medical alerts (DNR, contagious, …)
nsmdt_medical_flag_types (admin) Curated alert type registry (label + icon + color)
nsmdt_medical_treatment_types (admin) Curated treatment category registry

All patient-record tables CASCADE on civilian delete, so the Purge NPC Data admin action automatically cleans NPC medical history. The lookup tables are referenced by string id (not hard FK) so renaming or re-creating a preset doesn’t orphan history.


🛠️ Troubleshooting

Common Issues

Parsing Errors in F8 Console

  • Ensure files are transferred in binary mode via FTP
  • Follow the installation order: ZIP → Unpack → Binary FTP → Resources → server.cfg

Database Connection Issues

  • Verify MySQL connection string is correct
  • Check database credentials and accessibility
  • Ensure oxmysql is properly installed and started before the scripts that use it.

FiveM ID Not Found

  • Log into FiveM app when inside the app
  • Close and reopen FiveM app
  • Join server as a logged in user

Resource Naming

  • Use the shipped resource folder name (v1 default: night_shifts_mdt). Renaming breaks exports['…'] calls and ERS checks that expect the MDT resource name.
  • Keep config/, client/, server/, and fxmanifest.lua layout intact.

💡 Best Practices

Configuration Tips

  • Role Planning - Plan departments, ranks, and in-tablet permission matrices before go-live
  • Department Structure - Plan department, sub-department, and rank hierarchy
  • Language Localization - Configure for your country’s emergency services
  • Backup Configurations - Keep backups of working configurations

Database Management

  • Regular Backups - Backup your database regularly
  • Performance Monitoring - Monitor database performance
  • Table Maintenance - Periodically optimize database tables

User Experience

  • Clear Documentation - Provide users with MDT usage guidelines
  • Role Training - Train users on department-specific features
  • Emergency Procedures - Establish clear emergency call procedures

🆘 Support

Read through the instructions again if you have not managed to install the resource. Can’t get it to work still? Create a ticket through our dedicated support system in Discord:

Nights Software Discord


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Page last modified: May 2, 2026 at 12:00 AM.

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