[PAID][Standalone, ESX, QBCore] z_fire


About

Zea Development is proud to introduce z_fires, an innovative and sophisticated fire resource that sets a new benchmark for firefighting capabilities in the FiveM platform. This resource offers unparalleled realism and functionality unlike any other available.


Features

Efficient and precise particle placement system:

  • The z_fire feature allows users to accurately place a fire seat or smoke source in a designated location by adjusting particle position using the camera
  • Users have the ability to modify the size of the particle by utilizing the scroll wheel while in placement mode.

Different Types of Fire Behaviour:

This z_fire feature allows for the utilisation of various behaviour types, including grass, vehicle, prop, or structure fires. This functionality enables the simulation of realistic vehicle fires, wild land fires, bin/BBQ fires, and interior fires.

  • Grass Type
    • Flames will only spread to flammable materials, such as wood or grass, which can be configured.
    • Flames cause visible damage to the terrain.
  • Vehicle Type
    • Flames will be contained within the vehicle bounds.
    • Flame scale will adjust based on the vehicle size (smaller vehicle = smaller flames).
    • Flames may spread to surrounding flammable materials, such as grass.
    • The vehicle has a chance of exploding after becoming heavily engulfed in flames.
    • Flames cause visible damage to the vehicle.
  • Prop Type
    • Flames will be limited to the prop boundaries.
    • Flame scale will adjust based on the object size (smaller object = smaller flames).
    • Flames may jump to nearby flammable materials, like grass.
  • Structure Type
    • Flames will be contained within the interior boundaries.
    • Flames will only spread to designated flammable materials, such as plastic or cloth, which can be configured.
    • The interior will become smoke-filled after a certain amount of flames, with smoke accumulating at the ceiling. This smoke reduces visibility and necessitates the use of a PPV fan to clear it.
    • Flames cause visible damage to the interior.

Automated Incidents:

  • This z_fire feature automates the generation of incidents across the map, with each incident being specific to the department and district. These incidents are randomly selected from a configuration file and can include events such as vehicle fires, structure fires, and grass fires. Each district can be configured to have varying probabilities for each type of fire, allowing for a more realistic simulation. For instance, the county may have a higher likelihood of experiencing grass fires, while the city may be more prone to structure fires.

Resource Integration:

  • z_fire allows for the usage and integration of a custom CAD system into the resource. This event is open source and can be edited to suit your needs. Out of the box, the resource is compatible with AlbosFMS, SonoranCAD, and InfernosPager.

Potential Fire Smouldering & Re ignition:

  • After fires are extinguished, they may continue to smoulder and cause visible fire damage - Smouldering fires pose a risk of reigniting and spreading further

Comprehensive Discord logging system:

  • z_fire enables Discord logging for fire creation and deletion, smoke creation and deletion, duty logging, and automatic incident logging.
  • z_fire efficiently displays all relevant information in the Discord logs while maintaining a polished and professional appearance

Permissions Support:

  • z_fire offers support for QBCore, ESX, and standalone setups.

Language and key bind configuration:

  • z_fire provides the ability to easily customise the language of the resource.
  • z_fire also offers the functionality to customise the keybindings used by the resource.

Support for all hose resources:

  • z_fire allows for the effortless addition, removal, and customization of hoses for use with resources.
  • The effectiveness of hoses can be adjusted based on the type of fire; for example, normal2 fires can be extinguished more quickly than grass1 fires due to their size differences.

Developer Exports:

  • z_fire offers a comprehensive range of client and server export functions for seamless integration into other resources or servers.

Performance:

  • z_fire has been optimised for efficiency, running at 0.02ms in idle and peaking at 0.06-0.08ms under heavy usage.
  • z_fire includes a world-splitting system to prevent particle capping. This feature ensures that particles and fires are spawned only when a player is within the designated zone, minimising impact on non-users.

Fire Indicators:

  • The z_fire feature allows users to enable custom fire indicators, which were designed to help users locate the source of flames for effective extinguishment.
  • As the flame loses health, the indicators will gradually become more transparent.

Elevate the level of firefighting capabilities on your server by implementing z_fires today!

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Price: 42.50 GBP + Tebex Tax
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Documentation


Code is accessible No
Subscription-based No
Lines (approximately) 5000
Requirements None
Support Yes
1 Like

Great looking script how does it work server side with players houses or vehicles like is there a way for them to lose their vehicle or house to make a more realistic rp approach?

It’s not bad, but for this amount of money, I expect a little more. That is, in the video, you can see the hose’s Wi-Fi technology, but where does the water come from? It would also be nice if there was a status bar for the water or something that shows whether you need to connect it somewhere, either to a hydrant or directly to the vehicle, and only then be able to extinguish the fire. Honestly, I wish you the best of luck with this project, but unfortunately, what I’ve seen doesn’t justify the price. With maybe more detailed features, YES.

Please don’t take this as an insult or anything else; this is just my opinion and some advice on how this script could be improved.

This is something we could consider integrating. The resource will allow for the destruction of vehicles through fire and properties.

Hello, the hose resource is not included in the resource. The hose resource is from London Studios. The script is solely for creating realistic fires and smoke particles in various different scenarios. A hose resource is planned for the future.

If a player throws a molotov cocktail could that trigger a fire? or if their vehicle explodes, etc.

Would be good to know if a player can trigger some of these for fire fighters to handle.

1 Like