Browse docs
Fire and Hose System
Core firefighting gameplay, suppression flow, hose supply, and runtime fire behavior.
Fire system overview
Sky Fire Job includes a dedicated fire runtime with:
- Dynamic fire creation and synchronization
- Fire type profiles with different behavior
- Smoke density, toxic smoke, and confined-space metadata
- Spread logic and environment probing
- Burn decals that build while fire is active
- Burned-out scenes that remain temporarily after extinguishing
The server remains authoritative for active fires and burned scene cleanup.
Hose gameplay
The hose system supports:
- Hydrant connections
- Portable pump support
- Fire vehicle water tanks
- Foam tanks and foam refills
- Radial menu interaction flow
- Synchronized spray start, keep-alive, and stop events
Config.Hose controls water and foam consumption, hose length, supported hydrant props, pump behavior, and compatible fire vehicles.
Fire suppression agents
The default setup distinguishes between:
- Water for standard suppression
- Foam for fuel-related or vehicle fuel fires
Vehicle fires use the vehicle_fuel material by default, so foam is the intended extinguishing agent.
Fire profiles
The extended default configuration includes configurable fire profiles for different scene types. These profiles drive values such as:
- Fire class
- Material
- Source scale
- Smoke density
- Toxic smoke state
- Confined-space behavior
- Ventilation impact
The admin fire creator reads these profile definitions directly when opening the fire creator menu.
Operational workflow
Typical firefighter gameplay flow:
- Go on duty.
- Spawn or access a supported fire vehicle.
- Connect water through truck tank, hydrant, or pump.
- Open hose control from the radial menu.
- Suppress the fire with the correct agent.
- Monitor remaining water, foam, and air supply.
- Clear the scene once active flames are fully resolved.