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Vehicle Fires and Prop Ignition

Manual vehicle ignition, accident-based fires, external integrations, and ignitable props.

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.manualIgnition
  • Config.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