Dispatch and alerts
Calls
When a fire or incident starts, dispatch alerts nearby on-duty firefighters and adds an entry on the tablet's Calls tab with distance, age and responder count. Hit Respond to route there and mark yourself responding.
The alert card shows the call type and number, its location, how many fires it covers, how far away it is, and the key that player personally bound to the tablet — "F5 to respond" — falling back to naming /firetablet when nothing is bound.
It never writes to the chat box
Everything this script tells a firefighter — a dispatch call, a fire started or stopped, an incident cleared, "you don't have access" — is a GUI card that slides in from the left edge in the script's own HUD style.
Colour-coded: ember for fires, red for incidents and warnings, green for anything cleared, with a timer bar that drains as it expires.
Nothing goes to chat, so a busy shift cannot bury somebody's chat box. Only the admin commands still answer in chat.
AlertDuration and MaxAlerts control how long a card stays and how many stack up. NotifyAlert = false falls back to the plain game notification.
One incident is one job
With GroupIncidentFires on, a scenario with four fires raises one dispatch alert instead of four "Fire Started" cards — and four more on the way out — and puts one map ping over the whole scene with one blip dead in the centre, rather than four overlapping radiuses.
The ping is centred on the fires that actually spawned and grown to cover them, capped at 250 m, so the blip always marks where the incident is.
Spread fires stay quiet
IgnoreSpreadFires stops a fire created by natural spread from raising its own alert, blip, ping or Discord log. It belongs to a fire that was already reported metres away.
If its parent was part of an incident it still counts toward that incident — so the incident stays open until the spread is out too.
Blips and pings
Ping.Enabled— the red radius on the mapPing.Persist— keep the radius for as long as the fire burns; it clears when the fire is outPing.Radius— radius for a single firePing.Alpha— opacity 0-255. Keep this low — it sits on the map for as long as the fire burns, so anything near solid hides the streets underneathBlip— the "Active Fire" blip:Name,Sprite,Color,Alpha
Explosion fires
Config.GameBasedExplosions raises fires when a player blows up a car, throws a molotov, crashes a plane and so on. Each is raised as its own named incident, so it shows on the tablet as a real job — "Vehicle Fire" — instead of an anonymous "normal fire" row.
explosionEvent is reported by a client, so it is only as trustworthy as that client. An explosion has to have gone off within MaxRange of the reporting player, and nobody may have another accepted until Cooldown seconds have passed. Without these, a modded client could spawn fires anywhere on the map as fast as it could send.
Discord
Config.Discord.UseWebHooks turns on logging of every fire event. It needs a webhook resource providing the dw:registerWebhook export. Replace the shipped placeholder WEB_HOOK URL.
