Fires
Server-synced fires
Fires are run by the server. Every incident is a set of burning points that grow, spread and make smoke until crews knock them down. Every player sees the same fire, and water from the hose, the deck gun and extinguishers all count (Config.Fires).
Around the flames you get embers, falling ash and electrical arcs (Config.SceneFx). Players without turnout gear shield their face near flames.
Fire types
| Type | Notes |
|---|---|
structure | Houses, bars, buildings. Can rekindle, can spread next door on a 2nd alarm |
vehicle | Cars cook off if they aren't cooled |
wildfire | Follows the wind and the slope, stopped by firebreaks |
dumpster | Small, quick |
fuel | Needs foam, water barely works |
electrical | Water shocks you while it's live |
industrial | Large, deep-seated points, flammable stock |
rescue | Vehicle rescue (crash with a trapped patient) |
backburn | Controlled burn from the drip torch |
smoke | Heavy smoke with no flames |
Each type sets how many points it starts with, how far it spreads, how fast it grows, how well water and foam work, how much smoke it makes and what it pays (Config.FireTypes).
Wind, weather and materials
- Wind: one wind for the whole map. Direction and speed drift slowly and every fire leans downwind. Faster wind spreads fire faster (
Config.FireWeather). - Weather: rain slows a fire down, a hot clear day speeds it up.
- Materials: every fire burns a material that changes its growth, spread and smoke (
Config.FireMaterials): ordinary furnishings, heavy fire load, lightweight timber frame, plastics and foam furniture, pallets, flammable liquids, plastics warehouse, engine bay, passenger compartment, dry grass, brush, timber. The material shows on the tablet.
Fire behaviour
Bad calls have consequences, nobody asks you a question first (Config.FireBehaviour):
- Flare-up: water (a hose without foam, or a water extinguisher) on a fuel or industrial fire splashes the burning liquid. The spot burns hotter and fire is thrown to new spots next to it. Use foam or powder.
- Backdraft: forcing the door of a superheated, smoke-filled building while nobody holds a charged line within 8 m of the door blows a fireball out of the doorway and lights the door area. Target the door and feel it first: hot with smoke pulsing under it means get a charged line there before you open it.
- Live electrics: water or foam on an electrical fire shocks you.
- Bumper struts: standing at the front or rear bumper of a burning car, the struts can burst and knock you down. Work it from the sides.
Flare-ups, backdrafts and the consequences on rescue and hazmat calls (Rescue, Patients) are written to the call's timeline, so the crew sees what happened and who did it.
Deep-seated fire
Some points on structure and industrial fires are deep-seated: inside walls, under debris or behind stock. Spraying them from outside does little. Get close with a charged line and press G for a hotspot attack (Config.Nozzle).
Rekindle
A knocked-down structure, electrical, wildfire or dumpster fire can leave hidden hot spots (Config.Rekindle). The call stays open until they are overhauled with the pike pole. The thermal camera shows them and they give off a thin wisp of smoke. Leave them and the fire flares up again (only once).
Hazards
- Car cook-off: a burning wreck builds heat. The tyres pop, the alarm shorts out, crews get a warning, then the fuel tank blows, unless the wreck is cooled with water or foam first. The blast relights the fire and throws burning fuel around (
Config.FireHazards). - Secondary explosions: fuel, structure and electrical fires can throw gas cans, propane bottles and transformers while they burn hot.
- Spread to parked cars: a car parked next to a burning point long enough catches fire and joins the call. Only empty, game-placed cars can catch, never a player's or a script's car (
Config.VehicleSpread).
These are real game explosions and hurt anyone close. If your anti-cheat blocks script explosions, whitelist types 7, 9, 23, 28 and 34.
Wildfires
- Wildfires spread mostly downwind and the wind turns every few minutes. Crews near the fire are told (
Config.Wildfire.wind). - They run uphill faster and slower downhill (
Config.Wildfire.terrain). - They never spread onto a firebreak or ground that already burned.
- Firebreaks are cut by hand with the fire rake near an active wildfire.
- Back-burns are laid with the drip torch. A wide valve can start spot fires.
- Hose packs extend an attack line 30 m each across rough ground (up to 2).
- The portable pump is assembled step by step at open water.
- A truck's crew is warned when its tank drops below 25%.
Campers in the way have to be evacuated before the fire reaches them.
Plain fires
When NPC calls are off, Config.AutoIncidents starts plain random fires (no NPCs) while enough firefighters are on duty. Admins start and remove them from /fireadmin → Calls & fires.
World fires
Fires also start from what happens in the city while at least one firefighter is on duty (Config.WorldFires):
- Arson: anyone with a
lightercan target a car or a bin and set it alight, or use the lighter standing on dry grass. A molotov starts a call where it lands. A witness may call the police on the MDT. - Crash fires: a hard crash can start an engine fire. The engine smokes first (time to get out), then it catches and becomes a vehicle fire call. Some crash fires also leak oil and start an oil spill.
- Burning cars: any car the game sets alight (gunfire, NPC crashes) becomes a call instead of burning out.
A car taken over by a call never explodes on its own: the cook-off decides when the fuel tank goes, or set Config.WorldFires.explode = false so it never does. A player's own car is left scorched, never deleted. /fireadmin → Locations → Ground material here shows the ground type under you for the lighter's grass list.
Smoke and heat on people
- Smoke: a firefighter on duty breathing smoke without SCBA builds up a dose: coughing, then staggering, then collapse. Gas and chemical vapour build it faster. Bystanders near smoke cough and move away.
- Heat strain: working close to fire builds strain even in turnout gear (it only slows it), and so does working on air. Strained firefighters lose sprint, then move slower, then collapse. It drops again away from the fire, faster in rehab next to a fire truck or ambulance with the facepiece off. Heat also makes players thirsty.
- Wildland mask (
wildland_mask): cuts ordinary smoke on grass fires but barely helps against toxic gas. It gives no air and no heat protection.
Settings: Config.Exposure and Config.WildlandMask.