Automatic Fires

The next section of the config will focus on the configuration of automatic files. However, before we start we'll cover how they work and the main features of them.

Automatic Fires are a great addition to the script, they can keep your fire team busy at all times, whilst still giving them the flexibility to stop automatic fires if they get overworked. You can also disable automatic fires completely for your server.

Automatic Fires work by first looking at the number of firefighters online. If you are standalone, this is decided through our clock on command or you can integrate it in with your CAD/Framework with events/exports. Alternatively, if you are using vRP/ESX/QB-Core we have integration straight out of the box where we can check for the number of firefighters online, or any other job of your choosing.

After getting the number of online firefighters, we'll spawn the number of fires accordingly. How often we spawn fires is set by you in the config file and don't worry - multiple fires will not just spawn at once, we've designed them to create at random intervals within your set time frame for realism.

After the fires have spawned, those in-game can either be alerted with an in game notification (standalone), blips and automatically setting a waypoint or if you are using Inferno Pager, we have integration for that straight out of the box. You can select the pagers to activate.

The notification sent to those in game, whether through Inferno Pager or just a standalone message won't just say "Fire". It will also tell them the type of fire, such as a "House Fire" or "Shop Fire". This relies on you pre-configuring locations before hand and also describing them, allowing for more realistic callouts. We've pre-configured a number by default.

Automatic Fires won't build up around your map. In the config you can easily set a timeout for them where they'll automatically delete off the map, including the blip for them - as clearly nobody has attended to them.

If your server uses multiple areas of patrol, we've got a system for that as well. When pre-configuring locations, you can categorise them however you like, such as having one for the City and another for Sandy. You can then set a default area of patrol in the config file and we'll only select locations from there.

In game, if you enable the command, the area of patrol can be easily changed by anyone with permission and any new automatic fires will only spawn in that area, using locations you have defined and categorised as that area in the config.

If firefighters are getting overwhelmed and you've enabled the command, you can use the toggle automatic fires command to stop them. Alternatively, if there aren't enough fires, just trigger an automatic fire using the command if you have enabled it in the config file.

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