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 firescriptv22. Choose your framework
In firescriptv2/config.lua:
UseESX = true— plusUseNewESX = trueon newer ESXUseQBCORE = 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 commands —
UseWhitelist+Identifiers, or theAcePermissionace - Scenario creator and tablet Command tools —
Config.Scenarios.AcePermission, or the admin whitelist - Tablet view —
Config.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:
/importfiresIt 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:registerWebhookexport. LeaveConfig.Discord.UseWebHooksfalse if you do not have one. - Dispatch alert tone — drop a
.ogginhtml/soundsand name it inConfig.Dispatch.AlertSound.
