NPC Calls
NPC calls are full incidents with NPCs and objectives (Config.Missions). They ring the closest crewed station, show a live objective tracker to every firefighter on duty, and are worked together by whoever turns up.
When calls come in
- Automatic: every 8 to 18 minutes while at least one firefighter is on duty, up to 2 at once.
- Requested: from the station board, the chief or the tablet (3 minute cooldown per player).
- Admins:
/fireadmin→ Calls & fires: start a type, a random call, or stop one.
Firefighters on a kartik-ers shift get no NPC fire calls (and the other way round), set with pauseDuringERSShift.
How a call works
- The pager and tracker show the call, its objectives and a survival timer for trapped people.
- NPCs on scene have dialogue: callers, owners, witnesses, managers, campers.
- When every required objective is done, the call goes into wrap-up (3 minutes). Optional objectives (talk to the caller, investigate the cause) can still be finished.
- Close it from the tablet's Calls page, or let wrap-up run out.
- Everyone gets a debrief: score, pay and XP.

Score = objectives done (weighted) minus deaths. Pay and XP scale with the score and are shared by everyone who worked the call. Players under 5% of the work get nothing (Config.Payments.minShare).
Call types
| Call | What the crew does |
|---|---|
| House Fire / Nightclub Fire | Talk to the caller, force the door, search the rooms, carry trapped people out (or guide out the ones who can walk), treat them, knock down fire and smoke, overhaul hot spots, investigate the cause. Can start as a smoke detector call |
| Industrial Fire | Deep-seated fire in stock, hazardous materials, hidden victims |
| Vehicle Fire | Right agent for the fire, cool it before it cooks off, talk to the owner |
| Rubbish Fire | Small fire, quick knockdown |
| Fuel Fire | Needs foam |
| Electrical Fire | No water while it's live |
| Vehicle Collision | Stabilise, disconnect the battery, force a door or roof, extricate, treat |
| Train Collision | Car hit on a crossing: trapped driver, a leaking tanker fire and injured |
| Gas Leak | Evacuate, find and shut the cylinder before it ignites, ventilate, confirm the air is clear |
| Chemical Spill | Identify, exclusion zone, contain with a spill kit, decontaminate. Ignites if left too long |
| Gas Station Explosion | Explosion on arrival, fuel and car fire, trapped and injured, secondary explosion if it isn't out in time |
| Power Lines Down | Cordon, isolate the power, put out the electrical fire |
| Automatic Fire Alarm | Check the zones (sometimes it's real), reset the panel |
| Medical Assist | Talk to them, treat them, help them up |
| Animal Rescue | Ladder up, grab the cat, give it back to the owner |
| Person on a Ledge | Inflate the cushion, talk them down |
| Water Rescue | Launch the rescue boat, tow swimmers to safety, CPR |
| Vehicle in Water | Diving gear, free the driver from the sunk car, CPR |
| Boat Fire | Fire boat on the water |
| Missing Person | Search the building room by room |
| Building Collapse | Shore the rubble, dig out the buried victims. Can have a gas leak |
| Tree Down | Cut the tree up with the chainsaw, then carry the logs off the road |
| Tree on Vehicle | Cut the tree off the car, then extricate the driver |
| Rope Rescue | Anchor, knots, edge protection, haul the casualty up |
| Confined Space Rescue | Test the air, ventilate, lights, tripod, winch them out |
| Person Trapped Under Load | Crib the load, place the airbags, lift |
| Wildfire | Evacuate campers before the fire reaches them, cut firebreaks, contain it |
| Plane Crash / Helicopter Crash | Wreck on fire, trapped and injured scattered around |
| Oil Spill | Cars slide and people slip on the oil. Close the road, pour absorbent on each patch, let it soak, sweep it up with the push broom |
| Injured Hiker | Search the area, treat them, carry them back to the trail |
| Cyclist Down | Treat the rider, move the bike off the road |
| Dog in the Water | Calm the dog (rushing it makes it bolt), bring it out of the water, give it back |
| Trapped Dog | Calm it, lift the debris off, carry it out, give it back to the owner |
Each type sets its fires, victims, patients, props, timers, pay and XP in Config.MissionTypes. Locations are in Config.MissionLocations; add your own from /fireadmin → Locations (see First Setup).
Fire investigation
After a structure fire is out, 3 spots around the origin can be investigated (Config.Investigation):
- Each spot is photographed, sampled or examined (minigames). Samples and photos get an evidence number and a chain of custody.
- Each spot gives a clue. The crew picks the cause: electrical fault, unattended cooking, discarded cigarette or arson.
- The report is assembled before the cause is filed. A correct cause pays a bonus.
On arson:
- The evidence list and custody go to the police on the MDT.
- With kartik-evidence, real evidence (burn pattern, accelerant, ignition source) is left at the scene for police to collect.
- The
kartik-firefighterjob:arsonEvidenceevent fires.
The investigation and call timeline show on the incident report.
Progression
Every call gives XP. Every 1000 XP is a rank: Recruit → Firefighter → Firefighter II → Senior Firefighter → Engineer → Lieutenant → Captain → Battalion Chief → Fire Chief. Your rank, record and the leaderboard are on the tablet Records page.