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Vehicle Fires and Prop Ignition
Vehicle fires
Sky Fire Job supports several ways to start vehicle fires:
- Manual ignition with a lighter item
- Standalone accident detection
- External resource creation
- Scenario-created vehicle fires
- Internal mechanicjob bridge events
Manual ignition
Manual ignition is controlled by:
Config.VehicleFires.manualIgnitionConfig.Lighter
The default flow supports:
- Required lighter item
- Optional item consumption
- Cooldown between ignitions
- Optional delayed ignition so the player can move away
Standalone accident fires
When enabled, the firejob can detect heavy crashes and create fires even without mechanicjob support. The fallback accident mode includes thresholds for:
- Impact speed
- Speed drop
- Body health loss
- Engine health loss
- Forward-motion ratio
- Chance and cooldown
If sky_mechanicjob is running, review the fallback mode so both resources do not duplicate accident handling.
Explosion progression
Vehicle fires can progress through smoke and small-fire stages before reaching a full fire. The system can then trigger:
- Timed explosion behavior
- Configurable post-explosion burn time
- Optional automatic fire removal after the burn-out phase
External integrations
Allowed external resources can trigger vehicle fires through:
exports["sky_firejob"]:CreateVehicleFire(payload, creator, options)
or:
TriggerEvent("sky_firejob:vehicleFires:createFromExternal", payload)
The default allow-list includes sky_mechanicjob.
Prop ignition
The prop ignition system allows configured world props to be ignited with a lighter. The default fallback setup includes examples such as:
- Trash bins
- Electrical boxes
- Chemical barrels
Each prop can define:
- Label
- Ignite distance
- Spread behavior
- Fire type
- Source scale
- Z offset