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Commands & Usage

gimicze edited this page Dec 10, 2020 · 17 revisions

Here I'll try to explain what each of the commands available does and which arguments they need.

Whitelist system

There is a whitelist system, which specifies which players (steam IDs) can use the fire script. You can bypass the whitelist by adding ace permission firescript.all to the player's group.

Adding a user to the WL

/firewl <action> <playerID> Adds or removes the specified player to the WL

  • <action>: add / remove - specifies the action

  • <playerID>: int - the player ID

    Requires: command.firewl ace permission

Reloading the WL

/firewlreload Reloads the whitelist from the config (discards any in-game changes)

        Requires: command.firewlreload ace permission

/firewlsave Saves the whitelist from the game to the whitelist.json file

        Requires: command.firewlsave ace permission

Starting a fire

There are currently two options on how to create a fire.

  1. Create a fire at your location instantly.
  2. Pre-define a fire and start it later on.

Creating a fire at your location

/startfire <spread> <chance> <dispatch> Starts a fire at the issuer's location

  • <spread>: 0 - ∞ (but stay low, for the sake of the server and your machine) - how many times can the fire spread? - leave it at 0 if you only want one flame to be created.

  • <chance>: 0 - 100 - how many chances out of 100 does the fire spread? (not exactly percentage)

  • <dispatch>: true / false (default: false) - should the script trigger dispatch?

    Returns: fireID - Note that the identifier is required to stop one specific fire.

Pre-defining a fire and then starting it

First, we need to register a new fire configuration ("registered fire").

/registerfire <dispatch> Registers a new pre-defined fire

  • <dispatch>: true / false (default: false) - should the script trigger dispatch when the fire gets started? (dispatch coords will be set to the coords where this command was triggered)

    Returns: registeredFireID - Note that the identifier is required to stop one specific whole registered fire.

Then, let's add some flames (sources of fire).

/addflame <spread> <chance> Adds a flame to a registered fire

  • <spread>: 0 - ∞ (but stay low, for the sake of the server and your machine) - how many times can the flame spread?

  • <chance>: 0 - 100 - how many chances out of 100 does the flame spread? (not exactly percentage)

    Returns: flameID - Note that the identifier is required to remove it from the registered fire.

You can also remove the flame from the "registered fire" by:

/removeflame <registeredFireID> <flameID> Removes a flame from a registered fire

  • <registeredFireID>: int - the registered fire identifier
  • <flameID>: int - the flame identifier

Finally, let's start the fire.

/startregisteredfire <registeredFireID> Starts a registered fire

  • <registeredFireID>: int - the registered fire identifier

Don't need the configuration anymore? Let's remove it!

/removeregisteredfire <registeredFireID> Removes a registered fire

  • <registeredFireID>: int - the registered fire identifier

Stopping a fire manually

There are three ways of killing a fire manually (instead of extinguishing it).

  1. Stopping a particular fire by its ID.
  2. Stopping a group of fires spawned by the /startregisteredfire command.
  3. Stopping all fires at once.

Stopping a particular fire

/stopfire <fireID> Stops a particular fire

  • <fireID>: int - the fire identifier

Stopping a group of fires

/stopregisteredfire <registeredFireID> Stops a registered fire

  • <registeredFireID>: int - the registered fire identifier

Stopping all fires at once

/stopallfires Stops all the fires

Dispatch system

Adding a user to the WL

/firedispatch <action> <playerID> Subscribes or unsubscribes the specified player to/from the dispatch manually

  • <action>: add / remove - specifies the action

  • <playerID>: int - the player ID

    Requires: command.firewl ace permission

    Note: You can (and should) use the fireDispatch:registerPlayer event to subscribe/unsubscribe players.

Setting GPS to a specific dispatch call

/remindme <dispatchID> Sets waypoint to the specified dispatch call

  • <dispatchID>: int - the dispatch call id (number)

Removing the navigation to the last call

/cleardispatch Clears the navigation to the last call

  • <dispatchID>: int - (optional) the dispatch call id (number) - if you send this parameter, the script will also remove the fire blip from the map.
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