Installing FireScript V2

FireScript V2 ships alongside Fire Hose V2 in the same package. It runs perfectly well on its own, but the two are designed to run together — the hose's water and foam are what put these fires out.

1. Add it to server.cfg

Start it after your framework:

ensure firehosemodels
ensure firehosev2
ensure firescriptv2

2. Choose your framework

In firescriptv2/config.lua:

  • UseESX = true — plus UseNewESX = true on newer ESX
  • UseQBCORE = true
  • leave all false for standalone

JobNames controls which jobs count as firefighters — that gates fire warnings, blips, the tablet and map units.

3. Permissions

There are three separate gates:

  • Admin commandsUseWhitelist + Identifiers, or the AcePermission ace
  • Scenario creator and tablet Command toolsConfig.Scenarios.AcePermission, or the admin whitelist
  • Tablet viewConfig.Tablet.RestrictToFirefighters
UseWhitelist doubles as the resource-wide "no gates" switch for testing. With it false, the tablet lets everyone in.

For standalone firefighters with no framework job, use UseFireJobWhitelist and FireJobIdentifiers.

4. Seed the random rotation

Run this once as an admin:

/importfires

It converts the 232 bundled fire locations into ready-to-run scenarios for the random rotation. Without it, the rotation has nothing to pick from.

5. Pick a map image

The dispatch tablet ships with several map images at different sizes and detail levels. Set Config.Tablet.MapImage to whichever suits your players — see The dispatch tablet.

Map credit: the tablet's map images are built from neen-atlasmap by NeenGame, released under the MIT licence. Thank you to NeenGame for making it available.

Optional

  • Discord logging needs a webhook resource providing the dw:registerWebhook export. Leave Config.Discord.UseWebHooks false if you do not have one.
  • Dispatch alert tone — drop a .ogg in html/sounds and name it in Config.Dispatch.AlertSound.
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