esx_fireDispatch

I think it is

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Iā€™m using esx and alarms work fine

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if it only worked on stand alone servers.

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It does the alarm sound doesnt.

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@B.Flintstone @East_Coast_Modding Please use the issue function on the github to report issues. I will not provide support on the forums.

I was asking because I didnā€™t know if it would work on a reeg server or not. wasnā€™t trying to get support @Pyth3rEx. I apologize it came across that way.

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you got me really confused here lol

Outstanding script I really appreciate the hard work and dedication! Iā€™m have an issue with the Fire Clock, unfortunately, it doesnā€™t seem to be triggering the event. Therefore, no fires have been reported randomly. Anyone else have had any issues regarding the fire clock?

Thanks again

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Update, Iā€™ve got the random fires to work. Ive also got it working that you must have two players with the fire job for the fires to randomly spawn. What is happening now is when it triggers it generates a random fire for every player online.

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Glad you could sort it out! Next time feel free to use the github issue section if you need help :wink:

So, I just put this in my server, pretty cool script Added it early in my server config as suggested in the ReadMe. I noticed the random fire functions in the script, is this expected to work, or is this still in Development?

Also, I see the 2 test areas programmed in, will the random portion choose from this ā€œlocal locationsā€ section or will it random pull coords and create a fire?

Hey, please post this on the github issue tab so I can track the issue/question. Thanks!!

Do we have permission to modify this?

Iā€™m wanting to give this ago as my first proper scripting project and thinking of adding additional objects to spawn with the fires, like burnt out cars, rubbish piles etc.

Great release :slight_smile:

Make sure you read the license file for answer to your question. This being said feel free to fork the project and play with it (following he license once again). If you get anything working you can of course make a pull request to integrate your changes to the ā€˜officialā€™ script.

So, Iā€™ve been experimenting with triggering startFire command automatically when Firefighters are online, but ran into this issue

InvokeNative: execution failed: Argument at index 1 was null.
SCRIPT ERROR: Execution of native 000000002f7a49e6 in script host failed.

The problem is in the line TriggerClientEvent(ā€˜esx_fireDispatch:startFireā€™) and I canā€™t figure out what I did wrong hereā€¦

client:

---------------------------- Commands ----------------------------
--[[
RegisterCommand("startFire", function()
  local i = math.random(#fireSpawnLocation) -- Choses a random spawn location
  TriggerServerEvent("fireManager:syncFire", i); -- sends sync requests
end, false)

]]
function startFire()
  local i = math.random(#fireSpawnLocation) -- Choses a random spawn location
  TriggerServerEvent("fireManager:syncFire", i) -- sends sync requests
end

server

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(5000)
			local xPlayers = ESX.GetPlayers()
			local firefighters = 0
				for i=1, #xPlayers, 1 do
				local xPlayer = ESX.GetPlayerFromId(xPlayers[i])
					if xPlayer.job.name == 'fire' then
						firefighters = firefighters + 1
					end
				end
				if(firefighters >= 1)then
					print("Firefighters are online!")
					TriggerClientEvent('esx_fireDispatch:startFire') -- without this line, the check works fine
				else
					print("Firefighters are off duty!")
				end
		
	end
end)

Just a cute message to let you guys know that 1.3_f is out now :wink:

Is there a way to limit the growth of the fire?
Thatā€™s the only thing that keeps me from deploying this.

Is there anyway to change the Audio of the Alert tone?

@Robert4049 @East_Coast_Modding Please use the issue tab on the github for questions/requests/issues as I am not monitoring this thread. this being said:
A limit is in the works and no it is not (yet) possible to change the sound.

Greetings,

I currently have this problem:

there is also no fire = (

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