Fire Alarm: Reborn - Inferno Collection

Inferno Collection: Fire Alarm Reborn

A standalone, in-depth Fire Alarm script for FiveM, with easy customization and support for several fire scripts.


Teaser Trailer

Development Showcase Video


Features

Props

  • Pull Stations with moving T-bars. See Image.
  • Smoke Detectors that detect smoke and fire. See Image.
  • Functional Sprinklers that only trigger when in proximity to fire. See Image & See Image.
  • Flashing strobes with environmental lighting. See Image and See Image.
  • Sounders with Native 3D audio for alarms.
  • Control Panel lights that change with alarm status.
  • When shot, Sprinklers will burst.

Control Panel Interface

  • Easy to use and navigate.
  • Displays alarm activation location/s.
  • Can silence, isolate, reset, and disable alarms per location.
  • Plays announcements and can test alarms.

In-Game Tool

  • Create new or edit existing alarm systems.
  • Saves drafts directly to the server files.
  • Works with custom/escrowed maps.
  • Can hide map objects to place alarm props instead, or:
  • Can use existing map objects as part of alarm systems.

Additional Features

  • Developer Friendly.
  • Random alarm activations.
  • OxTarget, QBTarget, & custom targeting support.
  • Supports 6+ fire scripts with no configuration required.
  • Support alarm activation at multiple locations.
  • Sonoran CAD/API support.
  • 48 pre-created locations are available, all of which can be edited.
  • Ace Permissions support.
  • Interactive WalkTest with audio sound effects.

Documentation

Click Here

Support

Support is provided via Discord.

Changelog

Click Here

Purchase

Tebex Store

Code is accessible No - Compiled C# & TS
Subscription-based No - One-Time Purchase
Lines (approximately) C# - ~10500 // TS - ~2000
Requirements & dependencies None - Standalone
Support Yes - via Discord
Resmon Details

Note

C# has an overhead of 0.02ms, this is out of our control.

Idle
Not near any buildings with Alarm Systems.
idle_near_nothing

Idle - In Building
Inside a building with an Alarm System, but the Alarm is inactive.
idle_in_building

Alarm Active
In a building with an active Alarm System; strobes and sounders active.
alarm

Alarm Active + Sprinklers
In a building with an active Alarm System; strobes, sounders, and sprinklers active.
alarm_w_sprinklers

9 Likes

Nice resource!

Looks nice would have loved something like this when I still ran a server

Could you link your tebex? Maybe I’m blind but I can’t find it in the post.

My god, I made the classic blunder, haha

1 Like

HE COOKED AGAIN :speaking_head:

1 Like

Update - v1.3.2 - 11/27/2024

Fixed:

  • All fires created by z_Fires were put out after a few seconds, regardless of Sprinklers.
  • AlarmActivation event being fired multiple times.
  • Typo in ic_far_defaultSprinklerValveDistanceCheck config option.
  • ALARM and BUZZER Control Panel LEDs still blinking after being muted.

Full Changelog

1 Like

Impressive! :clap: Would love to add support into a fire job I’ve been working on :eyes:

Update - v1.3.3 - 12/01/2024

Added:

Changed:

  • Multiple Sprinklers can now activate for the same fire.
    • Previously, only the closest Sprinkler within X distance of a fire would activate, now all Sprinklers with X distance will activate.
    • The distance (‘X’) from the fire to the Sprinkler has been reduced slightly to avoid “too many” Sprinklers activating.
  • Pre-activated Sprinklers now extinguish new fires.
    • NOTE: This only applies to z_Fires and SmartFires.
    • Previously, once a Sprinkler was activated, any new fires in the same location while the Sprinkler was still active would not be extinguished; this is no longer the case.
  • triggerPullStationAtPosition export now activates the closet Pull Station to the provided position, not a random Pull Station.

Fixed:

  • Issue where randomly generated z_Fires smoke was causing server errors and Sprinklers not to activate.

Full Changelog

1 Like

Update - v1.3.4 - 12/04/2024

Fixed:

  • Hidden Props reappearing momentarily (‘flickering’) when an Alarm System changed status, such as from standby into alarm.

Full Changelog

v1.3.5 - 12/09/2024

Added:

  • Alarm System Monitoring
    • Adds a monitoring parameter to the AlarmSystem object.
    • Designed to represent if an Alarm System is being monitored by an Alarm Monitoring Company, such as Gruppe Sechs.
    • Can be used when handling activation events to determine if the alarm activation should result in an automatic page/call/etc. to Emergency Services, for example:
      • RegisterServerEvent("Inferno-Collection:Server:FireAlarmReborn:Editable:AlarmActivation")
            AddEventHandler("Inferno-Collection:Server:FireAlarmReborn:Editable:AlarmActivation", function(alarmSystem)
          	
            -- Monitoring is not enabled, so we will not page the Fire Dept.
            if not alarmSystem.monitoring then
                return
            end
          	
            Pager:NewPage("Fire Alarm - " .. alarmSystem.name .. " - " .. alarmSystem.location)
        end)
        
    • Value is true by default, and can be changed in one of two ways:
      1. In-game, by using the Control Panel and locating the Disable Monitoring option in the Main Menu.
      2. Out-of-game, by adding monitoringDisabled = "true" to Alarm System entries.
    • MonitoringDisabled event.

Changed:

  • Logic that checked if interiors were full loaded before spawning FAR props.
    • Previously, if an interior was reporting as “not ready”, FAR would not spawn props at all.
    • Now, FAR will load props after 15 seconds regardless.
      • This resolves an issue with FAR props not loading at locations where addon MLOs intersected with base-game MLOs.
  • Multiple players can now use the FAR Tool at the same time.

Fixed:

  • “Press E to …” prompts appearing even when ic_far_oxTargetSupport was set to true.
  • OxTarget Sprinkler Valve interactions duplicating.
  • Random Alarms being triggered even when there were no players in server.
  • Bug that prevented the loading of draft Alarm Systems that shared locations with a live Alarm Systems already loaded.

Removed:

  • Per-Control Panel passcodes.
    • Passcodes are now per-Alarm System.
    • Existing Alarm Systems can be updated by moving passcode = "..." from the Control Panel entry into the Alarm System entry.
      • Reach out in Discord if you need help converting old systems.

Full Changelog

v1.3.6 - 12/16/2024

Added:

Changed:

  • Increased maximum prop spawning distance from 75 meters to 100 meters, and maximum FAR Tool prop placement from 35 meters to 75 meters.
    • The aim of this change is to allow for physically larger Alarm Systems to be created.
  • Editable events such that they cannot be triggered from the client.

Removed:

  • Logic that checked if an interior had loaded before spawning FAR Props.
    • Caused issues with add-on MLOs located in the same position as base-game MLOs.

Fixed:

  • Announcements not working correctly from the Control Panel.
  • Passcode error pop-up when creating a new Alarm Location with the FAR Tool.
  • Erroneous file name being shown when saving an existing draft with the FAR Tool.
  • Being able to load empty .lua files as valid drafts for FAR Tool.

Full Changelog

v1.3.7 - 12/23/2024

Added:

Fixed:

  • Being unable to open/close Sprinkler Valves properly with OxTarget.

  • Detectors not fully resetting when an Alarm System is reset.

Full Changelog

v1.3.8 - 01/02/2025

Added:

  • Support for multiple target/third-eye resources, see below.

Changed:

  • Multiple Detectors can now activate for a single fire/smoke event, instead of just the closest.
  • Moved all targeting logic into a new client editables folder
    • Allows support for OxTarget & QBTarget out-of-the-box.
    • Owners/developers who previously used ic_far_oxTargetSupport will need to enable ic_far_manualInteractions and edit their editable/client/targeting.lua to re-enable support.
      • Reach out in Discord if you need help with this.
  • Moved server editable files from editables/ to editables/server/.
    • Existing users will need to manually move their existing editables files to the new directory.
      • Reach out in Discord if you need help with this.

Fixed:

  • OxTarget zones being removed twice, resulting in a harmless error.
  • SmartFires’ smoke would not activate detectors.
  • Unhandled error and getting stuck in an animation when trying to access a Control Panel another player is using, instead of displaying the friendly pop-up.
  • Custom props not being used in the FAR Tool.
    • This fix makes several small changes to the config.cfg file, existing users may need to update this themselves.
      To apply the change, replace set with setr for the following entries:

      • ic_far_defaultControlPanelModels
      • ic_far_defaultPullStationModels
      • ic_far_defaultDetectorModels
      • ic_far_defaultSprinklerModels
      • ic_far_defaultSounderModel
      • ic_far_defaultStrobeModel
      • ic_far_defaultSprinklerValveModel

      Do not replace all instances of set inside config.cfg, only change the entries listed above, otherwise secret values such as the HTTP Access Token can be exposed.

Full Changelog

v1.4.0 - 01/13/2025

Added:

Changed:

  • Optimized syncing of Alarm Systems between Server and Clients.

Fixed:

  • Some console log messages being malformed.
  • Sonoran CAD export in Server Editables missing Alarm System name.

Full Changelog

Dope release, any integrations possible for dispatchsystems? And also, is it compatible and recognizing smartfires fires by LS?

Overall a nice system and im glad youre back, didnt check out fivem the last months but saw you being back. Keep that work up, if you ever need any ideas let me know since my real life job is about firefighting and id love to see more fire service related integrations in fivem. Great work

Not out of the box, but there’s plenty of exports and events, so whatever you’re thinking is likely doable.

Yes that is one of the compatible fire scripts :+1:

Ohh dope cheers! Ill check it out asap. I love it

v1.4.1 - 01/16/2025

Fixed:

  • Issue where if two or more Alarm Systems were within 100 units of each other, and one or more Alarm Systems had its props spawned (entering spawn radius), despawned (leaving spawn radius), and then spawned again (reentering spawn radius), the Alarm System’s props would not respawn and instead “No Interactable Prop” errors would appear.

Full Changelog

v1.4.2 - 01/20/2025

Added:

  • Ability to shoot Sprinklers
    • When shot, a Sprinkler will show water.
    • If the Alarm System is not yet in Alarm, it will go into Alarm.

Changed:

  • HTTP API request logs such that they only log when Debug Mode is enabled.

Full Changelog