- See also Traffic Jam (disambiguation).
- "We need police to do the traffic management."
Traffic Jam is a Call Incident in 112 Operator. This call will not trigger on its own; it will only be triggered by the Massive Traffic Jam event. Due to an inexplicable error, the call dialogue is completely predictable (no randomized responses from the caller).
This call includes only one scene, whose parameters (response type, scene elements, etc.) were originally meant to be randomized, with multiple different outcomes such as a bad crash, a leaking canal, or roadworks causing traffic flow issues. However, it appears that the existing version of the Traffic Jam event can only generate the simplest scene: a large traffic jam requiring one or more police units to manage it for several hours.
For the best solution to this call, see this guide.
Opening Lines[]
| Speaker | Line | |
|---|---|---|
| Caller | Sir, the traffic lights are off, <address>.
| |
Trigger Conditions[]
The Traffic Jam incident is a scripted incident; it cannot spawn unless specifically triggered by an Event.
This incident is the only component of the Massive Traffic Jam event.
In Campaign mode, the Massive Traffic Jam event always occurs on Duty #16. With the Pandemic Outbreak DLC, it also occurs on Duty #25.
In Freeplay mode, this event can happen as part of a multitude of different Story Modules, in different combinations with other Events, on different Duties and at different times. It may occur at any Freeplay difficulty setting.
The Massive Traffic Jam event does not occur in any Scenarios.
Structure[]
The Emergency Landing Accident incident is a Call Incident, which begins with one of your subordinates contacting you to inform you of a developing situation.
The call appears to have been designed to have multiple randomized responses from the caller. Each response would enable or disable certain elements on the scene, change the amount of work required to resolve certain elements, change the size and spread of the traffic jam itself, and even change the visual elements on the scene. However, in practice the call will always be the same no matter what, and the scene will always be the same as well.
This incident includes only a single scene, whose location is revealed immediately once the dispatcher finishes speaking their opening lines.
For reference, details about the other, removed outcomes are described in the article about the Massive Traffic Jam event.
Call Summary[]
The Emergency Landing incident begins with one of your dispatchers contacting you to report that traffic lights have ceased functioning at one of the city's intersections. There haven't been any injuries, but parts of the road have become impassable, and a massive traffic jam is beginning to form. Police presence is requested at the site, to direct traffic.

Traffic Jam Scene[]
The Traffic Jam incident only has one scene, which appears as soon as the dispatcher finishes speaking her opening lines.
The scene contains one substantial police element.
Traffic Jam[]
As soon as this scene is created, it begins to generate a Traffic Jam that will expand at a fast rate along every connecting street.
The expansion rate of this traffic jam is unclear. According to the devConfigExample.json file, which contains various parameters for events, the rate should be 3.0 - making this the fastest-expanding traffic jam in the game. However, it does not seem to actually expand that quickly in-game; it appears to spread at the same speed (and to the same size) as a traffic jam with a 1.0 rating.
The Traffic Jam will slow down all ground-based units attempting to travel through it. Smaller vehicles move faster through Traffic Jams, and airborne vehicles ignore them completely.
As soon as the "Traffic direction" element is resolved, the Traffic Jam will begin to clear, from the center outwards. This happens even if the element was resolved before the rest of the scene.
Description[]
This scene takes place at the affected intersection. The only element here is called "Traffic Management", and is a policework element requiring over 3,500 Work Seconds to resolve.
This is a massive amount of work. For reference, it would take a single rookie officer more than the length of an entire Duty. Fortunately, up to four officers may work this element simultaneously, which should take them a total of about 600-700 real-time seconds (on SLOW game speed), or just over a quarter of a Duty.
Note that officer gear does not improve the rate of resolving a Policework element, but officer experience does; so try to send your most experienced officers to do the job.
Resolution[]
This scene must be reached within 1,000 seconds of real time (on SLOW game speed) or it will automatically fail. This is a relatively long amount of time, which you can use to get a low-priority unit from anywhere on the map to come perform this task.
The Reputation reward for resolving this scene is +4.
The penalty for ignoring this scene is -4, subject to multipliers from the current difficulty setting.
Police[]
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