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Connect ERS (Emergency Response Simulator)

Have ERS shifts sign players on in the CAD, turn callouts, traffic stops and pursuits into calls, and make the people and vehicles ERS creates into civilians and vehicles officers can run.

Integrations Updated 10 Nov 2026 6 min read
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ERS (Emergency Response Simulator by Nights Software) gives your players AI callouts, traffic stops, pursuits and patients. With ERS connected, what happens in ERS shows up in the CAD:

  • Starting or ending an ERS shift signs the player on or off duty in the CAD.
  • Accepting an ERS callout opens a call with the officer's unit on it. Arriving marks them on scene, and finishing or ending the callout closes the call.
  • A traffic stop opens a call at the officer's position with the driver and vehicle on it, and closes it when the stop ends.
  • A pursuit turns the officer's call into a pursuit, or opens one.
  • The people and vehicles ERS makes up become civilians and vehicles in the CAD, so officers can look them up and write citations, arrests and reports against them.

Before you start#

  • The CAD and Integrations modules need to be installed.
  • Your game server needs ERS (the night_ers resource) and the LonexOne FiveM resource, version 0.9.0 or newer. See Install the LonexOne FiveM resource.
  • Start night_ers before LonexOne in your server.cfg.
  • To change the settings, you need the Connect the game framework and choose what it syncs to the CAD permission.
  • Players need to have signed in to your community site with Discord, and need a callsign on the roster to go on duty.

Turn it on#

  1. Open Integrations in the sidebar.
  2. Under ERS, tick Connect ERS.
  3. Choose which parts you want. They're explained below.
  4. Under each service, pick the department its shifts sign people on in. For example, Police shifts in your police department. Leave a service on Don't sign anyone on to keep it out of the CAD.
  5. Click Save.

Your game servers pick the change up within a few seconds. There's nothing to set in ERS itself.

What each part does#

Switch What happens
Shifts sign people on and off Starting an ERS shift signs the player on duty in the department tied to that service, with their roster callsign. Ending the shift signs them off.
Callouts become calls Accepting an ERS callout opens a call with the callout's name, description, street, postal, caller and priority, notes which services it needs (like "Needs: Police, Ambulance"), and puts the officer's unit on it. Arriving sets the unit to your on-scene status. Completing or ending the callout takes the unit off the call and closes it, unless another unit is still on it.
Traffic stops and pursuits become calls A traffic stop opens a call at the officer's position, with the driver linked as the driver and the vehicle as the owner's vehicle, and sets the officer's status to your traffic stop status (10-11 to start with). When the stop ends, the call closes. A pursuit changes the call to your pursuit call type at priority 1 and notes where it started, and notes when it ended.
People and vehicles from ERS Each person and vehicle an officer deals with is added to the CAD with their name, date of birth, address, phone, licences, flags, stolen marker, insurance and tax. A vehicle ERS flags for a BOLO gets a BOLO in the CAD.

A callout uses your call type with the same name if you have one, like Drug overdose. Otherwise it uses the call type your game calls use. The on-scene status is the one set to mean On scene in your CAD statuses.

The traffic stop status and pursuit call type are matched by their code (10-11 and 10-80) or a name containing "traffic stop" or "pursuit". If you've renamed them, keep one of those in the name.

Licences match your licence types where the names fit: car to driver, bike to motorcycle, truck to commercial, boat to boating and pilot to pilot. ERS markers that match one of your person flags, like Armed, set that flag. Others are written in the civilian's description.

People and vehicles ERS made up#

Every person and vehicle from ERS is marked as coming from ERS, and is only kept for as long as you choose under Keep ERS people and vehicles for. It's counted from the last time ERS saw them, so someone an officer meets again stays.

Anyone with a report, citation, arrest, warrant, court case or call attached is kept for good, as is any vehicle with a citation, impound, tow or call. That way your records never point at someone who's been deleted.

If an ERS person has the same name and date of birth as a real character in your CAD, or a vehicle has the same plate as a real one, the real one is used and never changed.

The In the CAD box on the Integrations page shows how many people and vehicles came from ERS.

Something not working?#

Nothing happens when I start an ERS shift. Check that Connect ERS and Shifts sign people on and off are ticked, and that the service is tied to a department. The player needs to have signed in to your community site with Discord.

"You need a callsign on the roster before you can go on duty in the CAD." Give the player a callsign on that department's roster.

"Go on duty in the CAD to log your traffic stops." or "Go on duty in the CAD to log your callouts." Traffic stops and callouts only become calls for players on duty in the CAD. Start an ERS shift, or use /onduty.

A callout became a call with the wrong call type. Callouts use the call type with exactly the same name, like Domestic Dispute. Add a call type with that name in your CAD settings, or the callout uses the call type your game calls use.

Offered callouts don't show in the CAD. That's on purpose. ERS offers lots of callouts that nobody takes, so only the ones an officer accepts become calls.

The server console says LonexOne didn't find ERS. The resource has to be named night_ers and start before LonexOne.

See also

Can't find what you need?

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