Fires
Starting and stopping
/startfire [flames] [spread] [type]Starts a fire at your position. Types: normal, normal2, chemical, electrical, bonfire.
/startfire 20 5 chemicalOther commands:
/stopfire [id]— stop one fire, or the ones around you with no id/stopallfires— stop everything/getfires— print the active count/setwind [degrees] [strength 0-1]— set the wind/setfireaop [AOP]— set the area of patrol for the random rotation/enablerandomfires [true|false]— toggle the rotation/importfires— seed the rotation from the bundled locations/firescenarios— open the scenario creator/firetablet— open the dispatch tablet
All admin commands are permission gated.
The two menus
/firetablet— the Fire Control dispatch tablet. Also bindable to a key under Settings › Key Bindings › FiveM asfiretablet/firescenarios— the live scenario creator. Command only, no keybind
Both command names are configurable (Config.Tablet.OpenCommand, Config.Scenarios.OpenCommand).
How a fire behaves
A fire is not one particle effect. It is a cluster of individual flames, each of which burns, damages and is extinguished on its own.
Hit a flame with water and it goes out. It may then flare back up — a roll the server makes, so everyone sees the same flame return at the same moment. Each flame can only relight up to its type's lifetime, and comes back smaller every time.
Knock the whole cluster down before it recovers and the fire dies for good. That is the difference between a fire that is a prop and a fire that is a job.
Where fires work
Fires work on any floor and inside interiors. Every flame is dropped onto the surface under it, walked in off any wall between it and the fire's centre, and a fire inside an MLO pins its interior so the flames draw from within it.
After it is out
Smoke lingers for Config.Settings.PersistentSmoke.Duration — a scene still reads as a scene once the flames are gone.
Putting fires out
The Fire Hose reports where every jet of water lands and any burning flame inside that radius is knocked down. Any other script can do the same by raising FireScriptV2:WaterHit — see Exports and events.
