# Callouts

Callouts are incidents for the whole server. Dispatch puts each one out to every officer on duty; anyone can respond, and units on the same call get different objectives at the same time.

> [!NOTE]
> Callouts are in progress (Phase 4). Three deep callouts ship now: domestic disturbance, store robbery and hit and run. More are coming, and the [Callouts SDK](/docs/c3r/callouts-sdk) lets anyone write their own.

## How a call works

1. **The offer.** Dispatch announces it and a card shows the call's name, street, distance, the 911 report and how many units are on it. Press **Y** to respond, **X** to decline. The card goes after 30 seconds, but the call stays open to join with `/respond` (the nearest open call) or "attach me" on voice dispatch.
2. **Respond.** You get a waypoint and a blip, and the MDT opens an incident.
3. **Arrive.** Within 40 m of the call you're on scene. The objective card shows your unit's objective and the team's.
4. **Work it.** Press **E** on anyone involved to talk to them: the usual wheel, plus a **The call** set of questions at the top. Evidence shows **E Inspect** when you're close; what you find goes on every responding unit's MDT. Dispatch radios updates.
5. **Clear.** The call ends when it's dealt with: arrests made, tickets written, people released. The MDT gets a summary.

**Backspace** hides or shows the objective card. **X** leaves the call (it asks first).

## One report, several stories

Every callout has several hidden stories behind the same report, picked at random. The caller says the same thing either way; what you find on scene tells you which one it is. Objectives that would give the story away stay hidden until you uncover them.

| Callout | Priority | Stories behind it |
|---|---|---|
| **Domestic disturbance** | 2 | 4 |
| **Store robbery** | 1 | 3 |
| **Hit and run** | 2 | 3 |

We don't list what the stories are: finding out is the point. Server owners can read them in each callout's file.

## Working as a team

Calls start with objectives that can be done at the same time, so a second unit has real work: one talks to the caller while another finds the suspect. An objective marked for one unit goes to whoever takes it; some go on everyone's card.

## Settings

New calls come every 4-8 minutes while anyone is on duty, 400-2500 m from an officer, with at most two open at once. A call nobody answers stays open for 5 minutes; one still open after 30 minutes is cancelled. Change any of this in the [configuration](/docs/c3r/configuration#callouts).

Voice dispatch can turn your offers off ("hold my callouts") and on ("resume callouts"), and ask for one now ("any calls").
