# Fire Department

{% hint style="warning" %}
Ma**ke sure to add the necessary items, item images and job names required for the job**
{% endhint %}

<mark style="background-color:yellow;">**\["name"]:**</mark> It is the label that will appear in menus or notifications.

<mark style="background-color:yellow;">**\[‘menu’]**</mark> variable consists of things related to the location from which the job is to be retrieved

* <mark style="background-color:orange;">\["job\_menu"]:</mark> <mark style="color:yellow;">@vector3</mark> Accepts. The menu access location of the  job.
* <mark style="background-color:orange;">\["interaction\_distance"]:</mark> <mark style="color:yellow;">@float</mark> Accepts. The player distance controlled to access the menu.

***

## 👨‍👦‍👦Multiplayer Settings

If there are multiplayer options in the profession you use, it is an example that this profession can be done in a group, that is, in a group.

{% hint style="info" %}
**Only a few occupations have a group option.**&#x20;

**If you try to put these variables in the other job, nothing will happen**
{% endhint %}

<mark style="background-color:yellow;">**\["can\_multiplayer"]**</mark>: <mark style="color:yellow;">@boolean</mark> Where you see this variable, you can make it `true` if you want to work as a group and `false` if you want to close group work.

<mark style="background-color:yellow;">**\["show\_member\_blips"]**</mark>: <mark style="color:yellow;">@boolean</mark> Set `true` if you want to see your group mates' blips on the map and `false` if you don't.

***

## 🚗 Car Settings&#x20;

Contains the details of the operator vehicle. You can enter spawn location and vehicle type.

* <mark style="background-color:orange;">\["model"]:</mark> <mark style="color:yellow;">@string</mark> You can enter the vehicle model here. Be careful to enter a valid vehicle.
* <mark style="background-color:orange;">\["spawnCoords"]:</mark> <mark style="color:yellow;">@vector4</mark> Accepts. It is the position where the vehicle will emerge. The direction your character is facing is the direction the front of your vehicle will face.

***

## 🔥Random Fires / Fire Zones / Timers

You can adjust the settings in random fire situations, such as area, width, fee, etc. here. **These changes will be contained in the&#x20;**<mark style="background-color:yellow;">**\[‘random\_fires’]**</mark>**&#x20;table.**

<mark style="background-color:yellow;">**\["fires"]**</mark>: <mark style="color:yellow;">@object</mark> Table containing fire tables.

* <mark style="background-color:yellow;">**\[index]**</mark>: <mark style="color:red;">IMPORTANT</mark> ⇒ <mark style="color:yellow;">@number</mark>  This is a fire number. The maximum number of fire found should be written by adding +1. If there are no fire, it should start from 1.
  * <mark style="background-color:orange;">**\["reward"]**</mark>: <mark style="color:yellow;">@number</mark> The player's reward for this service.
  * <mark style="background-color:orange;">**\["mission\_time"]:**</mark> <mark style="color:yellow;">@number</mark> Time to be entered for delivery. ***Minutes \* 60 \* 1000.***
  * <mark style="background-color:orange;">**\["extra\_time"]:**</mark> <mark style="color:yellow;">@number</mark> Extra time to be added after the specified delivery time has expired. ***Minutes \* 60 \* 1000***
  * <mark style="background-color:orange;">**\["deducted\_per\_min"]:**</mark> <mark style="color:yellow;">@number</mark> If extra time is activated, a fee will be deducted from the reward for each ‘One’ minute spent.
  * <mark style="background-color:yellow;">**\["split\_reward\_members"]**</mark>: <mark style="color:yellow;">@number</mark> It divides the money to be earned in this fire by the number of people and gives the result to the people.
  * <mark style="background-color:yellow;">**\["ptfx"]**</mark>: <mark style="color:yellow;">@object</mark> Flame, the effect we use to make fires look bigger. [**Alt V - ParticleDB**](https://particles.altv.mp)
    * <mark style="background-color:orange;">**\["class"]**</mark>: <mark style="color:yellow;">@string</mark> It is the class or core name of the selected ptfx.
    * <mark style="background-color:orange;">**\["scale"]**</mark>: <mark style="color:yellow;">@number</mark> The size of the effect.
    * <mark style="background-color:orange;">**\["effect"]**</mark>: <mark style="color:yellow;">@string</mark> The name of the effect you selected
  * <mark style="background-color:yellow;">**\["zone\_radius"]**</mark>: <mark style="color:red;">IMPORTANT</mark> ⇒  <mark style="color:yellow;">@float</mark> This is the area width to be used for control purposes in the fire. It will prevent players from leaving the area in places such as trying different bugs and errors.
  * <mark style="background-color:yellow;">**\["zone\_coords"]**</mark>: <mark style="color:yellow;">@vector3</mark> You must take a coordinate from the centre of the fire area.
  * <mark style="background-color:yellow;">**\["flame\_coords"]**</mark>: <mark style="color:yellow;">@object</mark> Locations where fires will occur in the area.
    * <mark style="background-color:yellow;">**\[index]**</mark>: <mark style="color:red;">IMPORTANT</mark> ⇒ <mark style="color:yellow;">@number</mark>  This is a stop number. The maximum number of stop found should be written by adding +1. If there are no stop, it should start from 1.
    * Here a example: <mark style="background-color:orange;">**\[1] = vec3(0.0, 0.0, 0.0)**</mark>

***

```lua
[1] = {
    ["reward"] = 1000,
    ["extra_time"] = 1 * 60 * 1000,
    ["mission_time"] = 1 * 60 * 1000,
    ["split_reward_members"] = false,
    ["deducted_per_min"] = 1,

    ["ptfx"] = {
        ["class"] = "scr_trevor3",
        ["scale"] = 1.0,
        ["effect"] = "scr_trev3_trailer_plume",
    },
    ["zone_radius"] = 0.0,
    ["zone_coords"] = vec3(0.0, 0.0, 0.0),
    ["flame_coords"] = {
        [1] = vec3(0.0, 0.0, 0.0),
        [2] = vec3(0.0, 0.0, 0.0),
        [3] = vec3(0.0, 0.0, 0.0),
    }
},
```
