Kartik Scripts

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

  1. The pager and tracker show the call, its objectives and a survival timer for trapped people.
  2. NPCs on scene have dialogue: callers, owners, witnesses, managers, campers.
  3. 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.
  4. Close it from the tablet's Calls page, or let wrap-up run out.
  5. Everyone gets a debrief: score, pay and XP.
Debrief
Call debrief

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

CallWhat the crew does
House Fire / Nightclub FireTalk 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 FireDeep-seated fire in stock, hazardous materials, hidden victims
Vehicle FireRight agent for the fire, cool it before it cooks off, talk to the owner
Rubbish FireSmall fire, quick knockdown
Fuel FireNeeds foam
Electrical FireNo water while it's live
Vehicle CollisionStabilise, disconnect the battery, force a door or roof, extricate, treat
Train CollisionCar hit on a crossing: trapped driver, a leaking tanker fire and injured
Gas LeakEvacuate, find and shut the cylinder before it ignites, ventilate, confirm the air is clear
Chemical SpillIdentify, exclusion zone, contain with a spill kit, decontaminate. Ignites if left too long
Gas Station ExplosionExplosion on arrival, fuel and car fire, trapped and injured, secondary explosion if it isn't out in time
Power Lines DownCordon, isolate the power, put out the electrical fire
Automatic Fire AlarmCheck the zones (sometimes it's real), reset the panel
Medical AssistTalk to them, treat them, help them up
Animal RescueLadder up, grab the cat, give it back to the owner
Person on a LedgeInflate the cushion, talk them down
Water RescueLaunch the rescue boat, tow swimmers to safety, CPR
Vehicle in WaterDiving gear, free the driver from the sunk car, CPR
Boat FireFire boat on the water
Missing PersonSearch the building room by room
Building CollapseShore the rubble, dig out the buried victims. Can have a gas leak
Tree DownCut the tree up with the chainsaw, then carry the logs off the road
Tree on VehicleCut the tree off the car, then extricate the driver
Rope RescueAnchor, knots, edge protection, haul the casualty up
Confined Space RescueTest the air, ventilate, lights, tripod, winch them out
Person Trapped Under LoadCrib the load, place the airbags, lift
WildfireEvacuate campers before the fire reaches them, cut firebreaks, contain it
Plane Crash / Helicopter CrashWreck on fire, trapped and injured scattered around
Oil SpillCars 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 HikerSearch the area, treat them, carry them back to the trail
Cyclist DownTreat the rider, move the bike off the road
Dog in the WaterCalm the dog (rushing it makes it bolt), bring it out of the water, give it back
Trapped DogCalm 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):

  1. Each spot is photographed, sampled or examined (minigames). Samples and photos get an evidence number and a chain of custody.
  2. Each spot gives a clue. The crew picks the cause: electrical fault, unattended cooking, discarded cigarette or arson.
  3. 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:arsonEvidence event 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.

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