Tablet, dispatch and explosion options
Reference for the remaining blocks in firescriptv2/config.lua. Behaviour is covered in The dispatch tablet and Dispatch and alerts.
Fire Control tablet (Config.Tablet)
Enabled— turn the tablet offOpenCommand— chat command and keybind name that opens it. Defaults tofiretabletRegisterKeybind— also register a keymapping, so players can bind it under Settings › Key Bindings › FiveMRestrictToFirefighters— only firefighters, or scenario managers, may open itAcePermission— who counts as a firefighter for the tabletRefreshInterval— seconds between server pushes to open tabletsHeartbeatInterval— seconds between a firefighter reporting their positionMapImage— the map background, relative tohtml/MapBounds— the world rect your map image coversMaxZoom— cap the closest zoom.0.72keeps it pixel-sharp and stops at about a city blockShowCoords— turn on calibration mode
Hydrants and apparatus
HydrantScanInterval— seconds between a client scanning for nearby hydrantsHydrantScanRadius— how far around a player hydrants are picked upHydrantModels— the hydrant prop models the scan looks forFireTruckModels— the vehicle models that show on the map as apparatusApparatusScanRadius— how far around a player fire trucks are picked upApparatusTTL— seconds an apparatus marker survives without a fresh report
Hydrants are never saved to disk. That is why the map can never show one that is not there any more.
Dispatch (Config.Dispatch)
Enabled— turn dispatch offAlertFires— raise calls for standalone fires: command, random or explosionAlertIncidents— raise calls for scenario incidentsDedupeRadius— do not raise a second call within this distance of an open oneCallTTL— seconds a call stays open before auto-expiringNotifyAlert— the custom GUI alert card.falsefalls back to a plain game notificationAlertDuration— seconds the alert stays on screenMaxAlerts— how many alerts may stack at once. The oldest is droppedNotifyText— the plain game ticker notification, kept as a fallbackAlertSound— dispatch tone played as the card slides in. Names a file inhtml/soundswithout the extension. Empty string uses the game's frontend beepAlertVolume— 0..1
Warnings and blips (Config.FireWarnings)
IgnoreSpreadFires— do not raise a fresh warning for fires created by natural spreadGroupIncidentFires— a scenario or explosion incident is one job, not one per flamePing.Enabled— the red radius on the mapPing.Persist— keep the radius for as long as the fire burnsPing.Radius— radius for a single firePing.Alpha— opacity 0-255. Keep this low — it sits on the map for as long as the fire burnsPing.FadeTimer— only used whenPersistis falsePing.Color/Ping.StartAlpha— colour and starting opacity of the one-shot pingBlip— the "Active Fire" blip:Name,Sprite,Color,AlphaMessage.Enabled— "Fire started / stopped" as a GUI alert card
If you turnConfig.Dispatchoff, setGroupIncidentFiresfalse too, or incident fires are announced nowhere.
Game-based explosions (Config.GameBasedExplosions)
Enabled— turn explosion fires offMaxRange— metres between the reporting player and the explosion they claim to have seenCooldown— seconds before the same player's next explosion is acceptedAllExplosionTypes— reference list. Do not touch thisIncidentNames— the incident name and category per explosion type, so a car fire shows as "Vehicle Fire" rather than an anonymous row. Anything not listed falls back toDefaultWhitelistedExplosionTypes— the explosion types that actually trigger fires, with theflames,spread,typeandtimeouteach one produces. CoversCAR,BIKE,TRUCK,TANKER,GAS_TANK,PLANE,MOLOTOV,GRENADE,STICKYBOMBand more
explosionEventis reported by a client, so it is only as trustworthy as that client.MaxRangeandCooldownare what stop a modded client spawning fires across the map as fast as it can send.
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