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 off
  • AcePermission — who can open the creator and manage scenarios
  • OpenCommand — the chat command that opens the creator. Defaults to firescenarios
  • ProtectBuilder — god mode for the builder while the creator is open, so the fires and props you place cannot hurt you. Set false if your anticheat flags or bans invincible players — the creator then never touches invincibility at all, and you take damage like normal while building
  • WalkReturnKey / WalkReturnKeyLabel — the key that returns you from Free Walk to the editor, and how it is written in the UI
  • RenderRange — distance at which scenario dressing (peds, props, vehicles, smoke) spawns
  • RemoveFiresWithScene — stop a scenario's fires when the scenario is cleaned up
  • Categories — the scenario categories offered in the creator
  • Objectives.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.

  • Props
  • Peds
  • Vehicles
  • Smokes

Random rotation (Random)

  • Enabled — turn the random rotation off
  • Delay — seconds between waves of random scenarios
  • MaxConcurrent — hard ceiling on how many may run at the same time
  • LaunchMin / LaunchMax — how many a single wave launches, picked at random between the two. Set both the same for a fixed count
  • Duration — seconds a random scenario runs before auto clean-up. 0 = until its fires are out
  • MaxOvertime — caps how long an incident waits for its fires to go out after Duration is up, so one that keeps spreading cannot stay open forever
  • AOP — only scenarios tagged with this AOP enter the rotation
  • Weighted — weight the random pick by each scenario's weight (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 be
  • RescueTime — milliseconds held to rescue a downed victim
  • ExtricationTime — milliseconds held to extricate a trapped vehicle occupant
  • OccupantModels — 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 car
  • OccupantSeat — seat index the occupant sits in. -1 = driver
  • OccupantDiesWithVehicle — 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_WELDING is a stock GTA scenario, so it brings its own torch prop and sparks with nothing extra to stream
  • FaceVehicleTime — milliseconds turning to square up on the car before the torch comes out
  • DoorFallDelay — beat between the torch stopping and the door letting go
  • DoorFallTime — 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 job
  • GrabTime — milliseconds the whole reach-in-and-take-hold takes
  • LiftAt — 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 out
  • CarrierAnim / CarriedAnim — carrier and casualty each play their own half of the shoulder carry
  • Offset — 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, Z is the number to bring down
  • Rotation — the 180 on Z is what turns them to lie across the shoulder. Leave it alone unless they point the wrong way
  • SafeDropDistance — how far clear of every live fire the casualty must be before they may be set down
  • DropTime — milliseconds the whole put-down takes
  • ReleaseAt — milliseconds into DropTime before the casualty reaches the ground
  • DroppedAnim — how the casualty lies once down
  • BodyRestHeight — how high the lying casualty's pelvis sits above the surface. Raise it if bodies sink into the road, lower it if they hover
  • BodyLingerTime — seconds a rescued casualty stays on the ground after their incident clears. 0 removes them with everything else
  • BlockSprint — no sprinting with a casualty on your shoulder

Rewards (Rewards)

Off by default. Pays through the framework's money (ESX / QBCore).

  • Enabled — turn payouts on
  • Account — "bank" or "cash"
  • RescueReward — paid to the rescuer per victim
  • CompletionBonus — split among everyone who contributed when the incident clears: a rescue, or being on scene while one of its fires was put out
  • FireOutReward — paid for every fire put out, any fire, not just scenarios. Split among the firefighters on scene while its flames went out. Fires that time out, are stopped by an admin or are removed with their scene pay nothing. 0 turns it off
  • FireOutRadius — how close, in metres, a firefighter has to be while a fire's flames are going out to count as on scene
  • Notify — show the player a HUD card for every payout: what it was for, how much, and how many firefighters it was split between. The texts and the currency symbol are Alerts.Reward* in locale.lua
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