> For the complete documentation index, see [llms.txt](https://mango-5m.gitbook.io/mango5m-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mango-5m.gitbook.io/mango5m-docs/resources/mango-dispatch/features/call-alerts.md).

# Call Alerts

The alert cards - what is on them, how they behave, and who sees them.

<figure><img src="https://3694989814-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6edDnCRamvDxPx0AsLch%2Fuploads%2FGFH2U2NW1vOoKXvb6q7j%2Falert.gif?alt=media&#x26;token=41fd9843-c3fd-4966-8b61-08cd44d8122b" alt="Two calls landing on a unit&#x27;s screen - newest on top, each with its own distance"><figcaption><p>Two calls landing on a unit's screen - newest on top, each with its own distance</p></figcaption></figure>

When a call is raised, every player who currently counts as a unit gets a card. Nothing takes focus, nothing is blocked - the card sits over the game and the player carries on driving.

### What is on the card

| Row                 | Shown when                                                                    |
| ------------------- | ----------------------------------------------------------------------------- |
| Index `#1`, `#2`... | Always. Newest card is `#1` and cards renumber as they expire                 |
| Code chip           | The call has a `code` - `10-90`, `911`, and so on                             |
| Title               | Always. Falls back to the description, then to "Dispatch Call"                |
| Description         | The call has one                                                              |
| Street and area     | Resolved from the coordinates, or passed in explicitly                        |
| Distance            | Computed on each unit's own machine, so every officer sees their own distance |
| Caller name         | The call has one. `/911` fills this from the caller's character name          |
| Caller number       | The call has one                                                              |
| Tags                | One row per tag                                                               |
| Prompt row          | Always - the current accept and decline keys                                  |

{% hint style="info" %}
Distance is calculated **client-side**, per officer. The server never tracks player positions, which is what keeps this resource free of any position-reporting loop.
{% endhint %}

### Lifetime

A card is removed when the officer:

* presses accept (`Y`) - responds to the call,
* presses decline (`N`) - dismisses the card only, or
* does nothing for `alertDisplaySeconds` (default 30).

Dismissing or ignoring a card does **not** touch the call. It stays open and stays in the quick call window. Declining is purely "get this off my screen".

Raising the same call id again replaces its existing card rather than stacking a duplicate.

### Who receives one

Every unit online at the moment the call is raised - see [Recipients and Units](/mango5m-docs/resources/mango-dispatch/configuration/recipients-and-units.md). Players who become units later do not retroactively receive the card, but the call is waiting for them in the window.

### Silent calls

A call raised with `silent = true` produces no card and no sound for anybody, while still being a fully normal call everywhere else. Use it for background or low-priority entries that should not interrupt a scene.

### Sound

The configured `.mp3` plays with each card, plus a short native UI tick. Per-call overrides and volume are covered in [Alerts and Sound](/mango5m-docs/resources/mango-dispatch/configuration/alerts-and-sound.md).

### Placement and colour

The stack sits top-right by default; each player can move it with `/dispatchhud`. All colours come from CSS variables at the top of `web/css/style.css` - see [Styling the UI](/mango5m-docs/resources/mango-dispatch/reference/styling-the-ui.md).
