π₯Fire sync
β οΈ Technical Limitations
This script works only with entities recognized as synchronized by RedM.
Due to RedM limitations, you cannot generate an unlimited number of fires in the same area.
If you go over the engineβs cap, youβll only see a single flame on the burning entity.
For gameplay, the system still allows plenty of room for action and chaos.
π§ Server Side
You can generate a fire on the floor or on a wall/window using this server event:
-- Server Side
TriggerEvent('BTFire:createFire', fireType, impactCoords, radius, timeOutInSeconds)fireType:"wall"or"floor"impactCoords:vector3(x, y, z)radius: number (e.g.8)timeOutInSeconds: number (e.g.15)
π¦ Client Side
You can request fire generation from the client:
βοΈ Configuration Example (config.lua)
config.lua)π Notes
π₯ Fire can be triggered on walls/windows or on the ground with the correct
fireType.π§βπ Fire is temporary and will extinguish automatically after the configured time, or if limited by the engine.
𧨠Both throwable weapons and explosive ammo can be configured to generate fire when used.
π’ All major notifications and fire events can be logged to Discord using the webhook system.
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