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Commands & Usage
Here I'll try to explain what each of the commands available does and which arguments they need.
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.
/firewl <action> <playerID>
Adds or removes the specified player to the WL
-
<action>
: add / remove - specifies the action -
<playerID>
: int - the player IDRequires:
command.firewl
ace permission
/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
There are currently two options on how to create a fire.
- Create a fire at your location instantly.
- Pre-define a fire and start it later on.
/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.
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
There are three ways of killing a fire manually (instead of extinguishing it).
- Stopping a particular fire by its ID.
- Stopping a group of fires spawned by the
/startregisteredfire
command. - Stopping all fires at once.
/stopfire <fireID>
Stops a particular fire
-
<fireID>
: int - the fire identifier
/stopregisteredfire <registeredFireID>
Stops a registered fire
-
<registeredFireID>
: int - the registered fire identifier
/stopallfires
Stops all the fires
/firedispatch <action> <playerID>
Subscribes or unsubscribes the specified player to/from the dispatch manually
-
<action>
: add / remove - specifies the action -
<playerID>
: int - the player IDRequires:
command.firewl
ace permissionNote: You can (and should) use the
fireDispatch:registerPlayer
event to subscribe/unsubscribe players.
/remindme <dispatchID>
Sets waypoint to the specified dispatch call
-
<dispatchID>
: int - the dispatch call id (number)
/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.
Fire Script v1.7.0 by GIMI under the GNU GPL 3 license