πŸ”₯Fire sync

⚠️ 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 engine’s cap, you’ll only see a single flame on the burning entity.

  • For gameplay, the system still allows plenty of room for action and chaos.


🟧 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)

🟦 Client Side

You can request fire generation from the client:


βš™οΈ Configuration Example (config.lua)


πŸ“Œ Notes

  • πŸ”₯ Fire can be triggered on walls/windows or on the ground with the correct fireType.

  • πŸ§‘β€πŸš’ Fire is temporary and will extinguish automatically after the configured time, or if limited by the engine.

  • 🧨 Both throwable weapons and explosive ammo can be configured to generate fire when used.

  • πŸ“’ All major notifications and fire events can be logged to Discord using the webhook system.

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