Troubleshooting

Debug mode

Set Config.Debug = true and restart the resource.

Every flame then prints why it changed state in the F8 console:

  • REPORT OUT (water-hit) / (native-gone)
  • RULING: relight / DEAD
  • KNOCKDOWN
  • STOP (out-of-range / server-stop / dead)
  • native REFUSED (budget)

The server console prints each ruling it makes. In the world every flame is labelled with its index and state:

  • green — burning with a native fire
  • cyan — burning as a particle only
  • yellow — knocked down, waiting to relight
  • ? — report in flight
Leave Config.Debug off on a live server. The logging and the overlay both cost frames.

Fires go out on their own with nobody hosing them

Turn debug on. A flame that dies unattended shows a native-gone report with no water-hit before it — that is the line to send us.

Check NativeFireRefresh: the game burns a script fire out on its own after a while, and this is what relights it. Raise it if fires visibly flicker; lower it if flames die unattended.

Fires stop spawning after a big scene lights

You have exhausted the game's 128-fire pool. Check:

  • ScriptFireChildren is 0
  • MaxNativeFires is not set too high
  • No fire type is using a particle effect that spawns its own native fires — see Fire types

Whole fires look like they vanished

That is the particle draw budget, not the fires. They are still burning and still extinguishable. Raise MaxFlameParticles if you have headroom, or raise FlameParticleStride so fewer, larger effects cover more flames.

Fires appear in mid-air or inside walls

RequireValidation is false. Set it true so an unchecked child is not spawned at all. Also check ValidateRange is inside FireDetectionRange — further out the world is not streamed for anyone either.

Walking away from one fire puts the neighbouring one out

FlameExtinguishRadius is too wide, and it is only used when ScriptFireChildren is above 0. With no children the sweep has nothing of its own to hit and takes out the flames of the fire next door. Set ScriptFireChildren to 0 and keep the radius tight.

The tablet says "Map image failed to load"

Some FiveM builds do not serve .webp. Switch Config.Tablet.MapImage to one of the .jpg versions.

Markers sit off the streets

Config.Tablet.MapBounds does not match the image. Use calibration mode — see The dispatch tablet.

The random rotation never fires

It needs saved scenarios flagged for the rotation. Build them in the creator, or run /importfires once to convert the bundled locations. Also check the scenario's AOP matches Config.Scenarios.Random.AOP, and that /enablerandomfires true is set.

Nobody gets dispatch alerts

Check JobNames matches your framework's fire job, and that the players are actually on duty. On standalone use UseFireJobWhitelist and FireJobIdentifiers.

If you turned Config.Dispatch off, also set FireWarnings.GroupIncidentFires to false — otherwise incident fires are announced nowhere.

Still stuck?

Join our Discord and open a ticket, with your debug output.

Can't find what you need? Ask on Discord — response in under 5 hours.