Scenario, rescue and reward options
Reference for Config.Scenarios in firescriptv2/config.lua. How these systems behave is covered in The scenario creator and Rescue and objectives.
Scenarios (Config.Scenarios)
Enabled— turn the scenario system offAcePermission— who can open the creator and manage scenariosOpenCommand— the chat command that opens the creator. Defaults tofirescenariosWalkReturnKey/WalkReturnKeyLabel— the key that returns you from Free Walk to the editor, and how it is written in the UIRenderRange— distance at which scenario dressing (peds, props, vehicles, smoke) spawnsRemoveFiresWithScene— stop a scenario's fires when the scenario is cleaned upCategories— the scenario categories offered in the creatorObjectives.AutoClearOnComplete— auto end an incident once all its fires are out and all its victims are rescued
Creator palettes (Palettes)
The models pinned to the top of the creator's search boxes. Extend these freely — the boxes still search the full game lists regardless.
PropsPedsVehiclesSmokes
Random rotation (Random)
Enabled— turn the random rotation offDelay— seconds between waves of random scenariosMaxConcurrent— hard ceiling on how many may run at the same timeLaunchMin/LaunchMax— how many a single wave launches, picked at random between the two. Set both the same for a fixed countDuration— seconds a random scenario runs before auto clean-up.0= until its fires are outMaxOvertime— caps how long an incident waits for its fires to go out afterDurationis up, so one that keeps spreading cannot stay open foreverAOP— only scenarios tagged with this AOP enter the rotationWeighted— weight the random pick by each scenario'sweight(default 1)Cooldown— seconds a scenario sits out after its incident ends before it can be picked again
Give the rotation more scenarios than you want running at once, or the same incident repeats.
Rescue (Rescue)
InteractDistance— how close a firefighter must beRescueTime— milliseconds held to rescue a downed victimExtricationTime— milliseconds held to extricate a trapped vehicle occupantOccupantModels— a vehicle flagged trapped spawns an occupant from this list. One is picked per vehicle, derived from the incident and vehicle number, so every player sees the same person in the same carOccupantSeat— seat index the occupant sits in.-1= driverOccupantDiesWithVehicle— whether a trapped casualty dies when their car explodes, or the wreck is made indestructible while anyone is inside
Extrication (Rescue.Extrication)
WeldScenario—WORLD_HUMAN_WELDINGis a stock GTA scenario, so it brings its own torch prop and sparks with nothing extra to streamFaceVehicleTime— milliseconds turning to square up on the car before the torch comes outDoorFallDelay— beat between the torch stopping and the door letting goDoorFallTime— milliseconds watching the door hit the ground before the rescuer reaches in
Keep both of the last two small. Every millisecond there is dead time where the player stands doing nothing.
The carry (Rescue.Carry)
BendAnim— one animation for both ends of the carry, so taking hold at the car and laying them down read as the same person doing the same jobGrabTime— milliseconds the whole reach-in-and-take-hold takesLiftAt— milliseconds into the bend before the casualty leaves the seat. It wants to be near the end, where the hands arrive; earlier looks like the body teleporting outCarrierAnim/CarriedAnim— carrier and casualty each play their own half of the shoulder carryOffset— where the casualty rides. Bone 0 is the carrier's root bone, on the floor between their feet, so this is measured from the ground up. If the casualty floats off the shoulder,Zis the number to bring downRotation— the 180 on Z is what turns them to lie across the shoulder. Leave it alone unless they point the wrong waySafeDropDistance— how far clear of every live fire the casualty must be before they may be set downDropTime— milliseconds the whole put-down takesReleaseAt— milliseconds intoDropTimebefore the casualty reaches the groundDroppedAnim— how the casualty lies once downBodyRestHeight— how high the lying casualty's pelvis sits above the surface. Raise it if bodies sink into the road, lower it if they hoverBodyLingerTime— seconds a rescued casualty stays on the ground after their incident clears.0removes them with everything elseBlockSprint— no sprinting with a casualty on your shoulder
Rewards (Rewards)
Off by default. Pays through the framework's money (ESX / QBCore).
Enabled— turn payouts onAccount—"bank"or"cash"RescueReward— paid to the rescuer per victimCompletionBonus— split among everyone who contributed when the incident clears
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