Usage
Commands, keybinds, the /tels dialog, render quality, the Stream Deck plugin, stages, modes, chirp and the PA mic.
What a driver does with a vehicle somebody has already configured. To change what the keys do, see the Editor.
Commands
| Command | Who | Purpose |
|---|---|---|
/tels | Everyone | Client settings dialog |
/telsedit | Admin | Vehicle editor. You must be in a vehicle, any seat |
Diagnostics
ACE-restricted (command.<name>), printing to console rather than chat.
| Command | Console | Purpose |
|---|---|---|
tels_diag | F8 | Print the paste-safe environment line: tELS version, tLib version, game name, build, and Legacy or Enhanced |
tels_reload_siren_packs | Server | Re-read siren_packs.json and push the new SoundSet → bank map to every client, with no restart |
tels_debug_sync | F8 | Toggle state-sync tracing. Pass a field name to trace only that field |
tels_debug_relay | Server | The same, server side |
tels_calibnow is an internal LED-colour calibration tool. It needs screencapture and is
not for a live server.
Keybinds
Rebind any of these in Keybinds → FiveM.
Lights
| Key | Command | Action |
|---|---|---|
| Q | +lbar_toggle | Lights on/off, or cycle stages if the vehicle has stage triggers |
| 0 | +lbar_pattern | Pattern up. Skips triggerOnly patterns and patterns hidden by livery |
| 9 | +lbar_pattern_down | Pattern down |
Stage cycling runs Off → 1 → … → Max → Off. Max is the highest of stage_1 / stage_2 /
stage_3 the vehicle's triggers use.
Siren
| Key | Command | Action |
|---|---|---|
| R | +lbar_siren | Burst or tone cycle — see below |
| Alt | +lbar_siren_main | Main siren on/off. Lights must be on |
| Up Arrow | +lbar_siren_aux | Aux siren on/off. Lights must be on |
| E | +lbar_horn | Horn with lights off, airhorn with lights on |
| 1 – 8 | +lbar_tone1..8 | Jump to a tone — see below |
| Right Alt | +lbar_rumbler | Rumbler variant on the main siren |
R:
| Current state | Tap | Hold (>400 ms) |
|---|---|---|
| No sirens | Burst tone 1 while held | — |
| Main only | Cycle main tone | — |
| Aux only | Cycle aux tone | — |
| Both | Cycle main tone | Cycle aux tone |
Keys 1–8:
| Lights | Siren | Press |
|---|---|---|
| Off | — | Burst that tone while held |
| On | None | Start the main siren on that tone |
| On | Different tone | Switch to that tone |
| On | Same tone | Stop the main siren |
Tones flagged triggerOnly are skipped by both, but trigger actions can still start them.
Modes
| Key | Command | Action |
|---|---|---|
| 6 | +lbar_cruise | Toggle cruise |
| 7 | +lbar_takedown | Toggle takedown |
| 8 | +lbar_ta | Traffic advisor: Off → Left → Right → Center, limited to directions the vehicle has triggers for |
| (unbound) | +lbar_blackout | Toggle blackout |
Arges spotlight
| Key | Command | Action |
|---|---|---|
| Numpad 8 | +lbar_arges_aim_up | Aim up |
| Numpad 5 | +lbar_arges_aim_down | Aim down |
| Numpad 4 | +lbar_arges_aim_left | Aim left |
| Numpad 6 | +lbar_arges_aim_right | Aim right |
Other
| Key | Command | Action |
|---|---|---|
| (unbound) | +lbar_pa | PA mic, hold to talk. Requires pma-voice |
| (unbound) | +lbar_cinematic | Cinematic camera |
Vehicle radio
Q cycles stages, so GTA's radio wheel — also Q — is suppressed. These replace it, work from
any seat, and are unbound until you assign them. The Quick tab of /tels needs no key.
| Command | Action |
|---|---|
+lbar_radio | Radio off, or back on to the last station |
+lbar_radio_next | Next station. The cycle passes through off |
+lbar_radio_prev | Previous station |
Vehicles set to No User Controls keep GTA's own radio wheel, horn and cinematic camera.
Client settings (/tels)
Most changes apply live. Four tabs — Quick, Display, Appearance, Sounds — plus Vehicle when you own a tELS vehicle or are an admin sitting in one. A server default applies only where you have never chosen.
Quick
| Field | Description |
|---|---|
| Blackout | Run dark. Front seats of a vehicle whose config binds controls |
| Radio Off/On, ◀ Station, Station ▶ | Shown only when tELS has taken Q on this vehicle |
| HUD Visible, HUD Layout, Day/Night Mode | Mirrors of the Display and Appearance rows — change one and the other follows |
Display
| Section | Field | Description |
|---|---|---|
| HUD | HUD Visible | Show or hide the HUD overlay |
| HUD | HUD Layout | Any folder under layouts/ |
| HUD | Reposition HUD | Opens tLib's shared HUD editor |
| Render quality | Environmental Lighting | OFF, Low, Medium, High, Smart — how LEDs light the surrounding world |
| Render quality | Lighting Quality | OFF, Low, Medium, High, Smart — the per-LED render pipeline |
| Server-wide (admin only) | Set as Server Defaults | Your HUD visibility, HUD layout and both quality settings become the fallback for players who have not picked their own |
Render quality
These are the two settings that decide what tELS costs you, and both ship on Smart.
Environmental Lighting — the expensive one, and the first to reach for.
| Tier | Light sources cast, per vehicle, per frame |
|---|---|
| Off | None. LEDs still light; they stop illuminating anything around them |
| Low | At most two, whatever the LED count — one per side, each the averaged colour of the lit LEDs there |
| Medium | One per group. LEDs group when they share a colour exactly, sit within half a metre, and face broadly the same way |
| High | One per lit LED, up to the 64-LED cap |
| Smart | High or Medium for your own vehicle, by smoothed frame time. Never above Medium on anyone else's |
High applies to one vehicle only — the one you are in, or own. Every other vehicle is capped at Medium within 60 m and Low beyond, whatever you set. Medium's grouping tests exact colour equality, so a bar running one red groups into very few lights while a bar alternating red and blue cannot group those at all.
Lighting Quality — how many flat layers make up one lit LED.
| Tier | Layers per lit LED | What is drawn |
|---|---|---|
| Off | 0 | Nothing |
| Low | 2 | The outer flare and the lens background |
| Medium | 2 or 4 | 4 on your own vehicle, 2 on everyone else's |
| High | 4 | Outer flare, a hotter core over it, the lens background, and the lens dot texture |
| Smart | 2 or 4 | 4 on your own vehicle always; on others, 4 above roughly 85 fps and 2 below |
The cheapest and most expensive LED differ by a factor of two, so Environmental Lighting buys more.
Clawing back frame rate
In the order worth trying. Smart on both suits most players.
| # | Change | Effect |
|---|---|---|
| 1 | Environmental Lighting High → Medium | Biggest win, smallest visual change. Medium still casts coloured light on the road |
| 2 | Env Range → 50% | Fewer pixels touched at your current tier, without losing a light |
| 3 | Environmental Lighting → Low | Two flat light sources per vehicle |
| 4 | Lighting Quality High → Medium | Other players' vehicles drop to two layers; yours keeps four |
| 5 | Environmental Lighting → Off | The LEDs remain, fully patterned and coloured. Only the light they cast goes away |
| 6 | Fewer LEDs per vehicle | Most lightbars read correctly with fewer modules than builders tend to place |
Nothing limits tELS to the closest few vehicles: twenty lit tELS vehicles in range and on screen are twenty vehicles drawn. A configured vehicle sitting dark costs nothing, nothing is drawn past 500 m, and ambient AI traffic is never tracked at all.
Appearance
Day/Night Mode sits at the top.
Combineduses one set of slider valuesDay & Nightsplits each into a ☀ Day and a ☾ Night value, blended across dawn and dusk — except Bloom Skew Angle, which has one angle for both
The sliders follow in three sections — Flare, LED core, Light cast on the world — all stepping in 5s.
| Slider | Range |
|---|---|
| Bloom Size | 10% – 300% |
| Bloom Skew | 0% – 100% |
| Bloom Skew Angle | −180° – 180° |
| Vibrance | 0% – 200% |
| Flare Opacity | 0% – 300% |
| Core Size | 0% – 100% |
| Core Brightness | 0% – 100% |
| Env Brightness | 0% – 300% |
| Env Range | 10% – 300% |
The two Env sliders scale what Environmental Lighting produces without changing how many
lights it casts. At Env Brightness 0 the lights are still drawn and contribute nothing; a
lower Env Range covers fewer pixels and so costs less at the same tier.
Under Reset and calibration: Reset to Defaults, which touches your sliders only, and
Auto Calibrate when screencapture is started. Admins also get server-wide
Enable/Disable Auto-Calibration, likewise gated on screencapture.
Sounds
Server-sided Sirens uses server-bundled audio when a tone has a serverSound. Off
forces vanilla GTA siren audio.
Admins also get Server-wide mappings, assigning an installed file to each HUD event — Lights On, Lights Off, Tone Change, Airhorn, Chirp.
- Only an installed file can be newly assigned. Install sounds from the editor's Marketplace
- A mapping to a missing file stays visible, marked
(unavailable) - These save immediately, for everyone
Vehicle
A vehicle is claimed by its driver, or by a front passenger when the driver seat is empty.
The tab appears only to whoever holds the vehicle; the LED Editor is a sidebar entry and
needs no ownership, only tlib.admin and a vehicle.
| Field | Shown when | Description |
|---|---|---|
| Presence Detection | You own the vehicle | Arms the presence / presence_mode conditions while the vehicle is locked and you are away |
| Release Vehicle Ownership | You own the vehicle | Hands control to another player |
LED Editor, in the sidebar rather than on this tab, needs admin and a vehicle and
launches /telsedit. Feedback, last in the sidebar, sends one message to TIMMYG
Studios rather than to this server's staff.
Repositioning the HUD
Reposition HUD opens tLib's shared editor with the lightbar selected; /tlibhud opens it
directly. Preview applies live, Save persists, Cancel restores.
| Action | Effect |
|---|---|
| Drag | Move |
| Scroll wheel | Scale |
| Corner handles | Uniform resize |
| Alt (held) | Suspend snapping |
The HUD must have been on screen once, so get in an emergency vehicle first. A widget cannot be dragged off screen.
Stages
Stages come entirely from triggers. No stage_1 / stage_2 / stage_3 condition anywhere
means Q is a plain on/off toggle.
| Stage | Meaning |
|---|---|
| Off | Lights fully deactivated |
| 1–3 | Whatever triggers and pattern overlays are wired to that stage |
Activating lights suspends cruise, restoring it on deactivate, and suspends takedown
and the traffic advisor while lightsSuspendTakedown / lightsSuspendTA are on.
Modes
| Mode | Key | What it does |
|---|---|---|
| Cruise | 6 | Steady-speed patrol. Usually a single steady rear pattern via a cruise trigger |
| Takedown | 7 | Forward scene lights. Rules can force it on when stationary or off when moving |
| Traffic advisor | 8 | Directional arrows. The cycle includes only directions with ta_left / ta_right / ta_center triggers |
| Rumbler | Right Alt | Rumbler variant of the main siren, where tones have rumbler sounds. Aux is unaffected |
| Blackout | unbound | Run dark — see below |
| Presence | /tels → Vehicle | Arms the vehicle while you are away. presence_mode is true while the owner is away and the vehicle locked; presence adds an on-foot player who is not another tELS owner inside the radius |
Blackout
Blackout hides every emergency light — the LEDs, the scene lighting they cast, and the high beams and emergency-lights flag tELS drives — without switching any of it off.
- Stage, pattern, pattern position, cruise, takedown and the traffic advisor keep running behind it, so toggling back returns the vehicle mid-sequence
- It replicates: a vehicle running dark is dark for everyone
Bind it under ELS: Toggle Blackout in Keybinds → FiveM, or tick Blackout on the
Quick tab. A blackout condition lets rules react to it.
Horn gestures
E emits three conditions. With hornProgrammable on, the default airhorn and horn sounds
are suppressed and your triggers drive the audio alone.
| Condition | Fires when |
|---|---|
horn_tap | Press and release under 400 ms |
horn_double_tap | Two taps within 600 ms |
horn_hold | Held over 500 ms |
Chirp
A chirp is a 75–125 ms siren burst that repeats every 4–6 seconds for as long as chirp is
held on. It is usually wired to park_kill, so it starts when the driver exits with sirens
running.
- Chirp is a latch, not a one-shot:
park_chirpturns it on and leaves it on - It stops when a rule turns it off, a
chirp_overlayrule releases it, or a script callsSetChirp(vehicle, false) - On the Sirens tab, Chirp Tone picks the slot, and Play Full Siren (
chirpByCode) holds the tone for the whole chirp
PA mic
Hold the PA key to broadcast through the vehicle's public address system, via a bandpass filter. Needs pma-voice, the driver seat, a vehicle you own, and no active call.
The PA ships unbound — assign it in Settings → Key Bindings → FiveM, under "tELS: PA Mic (hold)". It had B until tELS 2026-10-17, and B is tRadio's push-to-talk default, so a player running both transmitted on the radio and the PA at once.
| Range and preset | Server defaults, not player settings |
| Range | 25 m, bounded 10–100 m. pma-voice multiplies it by roughly 3× in native audio mode, so 25 carries about 75 m |
| Presets | police (600–6000 Hz, default and hardest), fire (500–5500 Hz, warmer), clean (300–7000 Hz, softest) |
| Per-model off switch | paEnabled: false in the vehicle's siren config |
| Reporting | tels:sync.paActive, the lbarPaActive player state bag, and the IsPaActive() export |
Siren behaviour
| Behaviour | Detail |
|---|---|
| Burst | Tapping R, or a direct-tone key with lights off, plays a one-shot without starting the main siren. sirenTone is unchanged |
| Horn interrupt | With hornInterrupt on (default), the main siren pauses while the airhorn plays and resumes on release |
| Park kill | With parkKill on (default), all sirens stop when the driver exits and the park_kill condition fires |
Elgato Stream Deck
Physical keys for the lightbar:
- Stages, patterns, main and aux sirens, tones, horn, traffic advisor, cruise, takedown, blackout, rumbler, chirp and PA, plus a Status key
- Three Stream Deck+ dial actions — Stage, Tone and Spotlight. The Stage dial can be set to walk the pattern list instead, so a Deck+ can carry four dials off three actions
- Every key shows live state
- Entirely local. Your server is never involved
Setup
Install the plugin
Double-click the downloaded .streamDeckPlugin, or use the app's plugin menu → install
from file. Restart the app.
Drag the keys you want onto your deck
Every action is under the tELS category. Several have Property Inspector options: one Lights key can step through stages while another jumps straight to stage 2.
Resting states
| The key says | What is actually true |
|---|---|
| no link (enable in /tels) | The plugin is running but the game is not connected — the game is closed, or you have not spawned in. There is nothing to enable; the sub-label on this card is out of date |
| no vehicle | Connected, but not in a tELS vehicle |
| read only (not the driver) | In a tELS vehicle you cannot operate — a rear seat, or the LED editor is open |
| PORT (see plugin log) | Another program has taken the port — see below |
The Status key is the exception: it keeps showing the lightbar in read only. The four states look like this on it, in the order of the table above:
If a key says "Port in use"
The plugin listens on port 21400. Close whatever else has that port and restart the Stream Deck app.
What a deck key may do
Every key sends the same request your keybind does, through the same checks.
- The front passenger seat works, exactly as the keyboard does there
- A key is refused from a rear seat, on a vehicle you are not sitting in, and while the LED editor is open
Turning it off
Close or uninstall the plugin. There is no in-game setting: the plugin's presence is what turns the link on, so with nothing listening on the port tELS does nothing.
tELS
Still stuck? Support can answer it directly.
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