Admin Guide

Commands, the /fire admin panel, the in-world incident editor, live incidents, the boss management desktop and a step-by-step walkthrough for building a fire department from nothing.

Commands, the admin panel, the boss management desktop, and a step-by-step walkthrough for building a fire department from nothing.

Who counts as an admin

A player is an admin if they are in a server group that has the admin permission. There is one level: a player either is an admin or is not, and it works the same on QBCore, Qbox and ESX.

server.cfg
add_principal identifier.license:abc123 group.admin
add_ace       group.admin               admin allow

If you already set up admins for other Oxide resources or for txAdmin, they can use these tools with nothing extra to add. See Installation.

The server console always passes the admin check, so commands that do not need a game screen can be run from there.

Commands

/fire, the main command

Everything hangs off one command. Typing /fire on its own lists the subcommands you are allowed to use.

CommandWhoWhat it does
/fire adminAdminOpens the admin panel.
/fire hire <id> <department> [grade]AdminHires the player with that server ID into that department.
/fire dismiss <id> [department]AdminDismisses that player from their department.
/fire writeoff <plate>AdminWrites off a unit lost where the server cannot see it, such as one sunk in a river.
/fire dutyAnyoneClocks you out if you are on duty. Clocks you in only when Require station clock-in is turned off.
/fire settingsAdminOpens the settings editor.

/fire admin, /fire settings and /fire duty need a game screen and tell you so when run from the console. /fire hire, /fire dismiss and /fire writeoff also work from the console.

/fire hire

Hires an online player into a department.

Usage:

/fire hire <id> <department> [grade]

Parameters:

ParameterTypeRequiredDescription
idnumberYesThe player's server ID
departmenttextYesThe department's internal name (for example fire), not its display label
gradenumberNoThe grade's rank number. Defaults to 0, so give your lowest grade rank 0

Examples:

/fire hire 3 fire          -- hire player 3 into "fire" at grade 0
/fire hire 3 fire 2        -- hire player 3 into "fire" at grade 2

Output:

  • Success: "Hired player 3 into fire at grade 0 (badge #1)." The player is told they were hired.
  • Failure: "Department "fire" not found.", "Target player not found or not loaded.", or "Failed to hire: ..." with the reason, for example "Invalid grade rank for this department." or "That person is already a firefighter in a department."

With Multi-department enrollment off, a player who already works for another department is refused. Dismiss them first, or set their framework job to the new department's name.

/fire dismiss

Dismisses an online player.

Usage:

/fire dismiss <id> [department]

Parameters:

ParameterTypeRequiredDescription
idnumberYesThe player's server ID
departmenttextNoThe department's internal name. Only needed with Multi-department enrollment on, to dismiss them from one particular department. Without it, the department they are working now is used

Examples:

/fire dismiss 3            -- dismiss player 3 from their current department
/fire dismiss 3 fire       -- dismiss player 3 from "fire"

Output:

  • Success: "Dismissed player 3." If they were on duty, they are clocked out, and their framework job is set to unemployed.
  • Failure: "Failed to dismiss: That person is not a firefighter." or "Target player not found or not loaded."

To dismiss somebody who is offline, use the Roster app on the boss desktop. Their framework job is cleared the next time they log in.

/fire writeoff

Writes off a unit that is out on the road but lost where the server cannot see it. The server writes off wrecks and units under the sea, the Alamo Sea, the Land Act Reservoir or Lake Vinewood on its own; a unit sunk in a river, or in water an add-on map adds, needs this.

Usage:

/fire writeoff <plate>

Example:

/fire writeoff FD4K2M9Q

Output:

  • Success: "Unit FD4K2M9Q is written off. A boss can replace it from the Fleet app." The unit is removed from the world and its holder is told.
  • Failure: "No unit out on the road has the plate FD4K2M9Q."

/fire duty

Toggles your own duty.

  • If you are on duty, it clocks you out. This always works.
  • If you are off duty, it clocks you in only when Require station clock-in is turned off in /fire settings. Otherwise you are told to clock in at one of your department's stations. That is correct behaviour, not a bug.

/fire settings

Opens the settings editor. See The settings editor below.

Key bindings

These are FiveM key bindings, so players can change them under Settings → Key Bindings → FiveM:

BindingDefault keyWhat it does
Fire: SCBA mask on/offnonePuts the SCBA mask on or takes it off. Using the scba item does the same
Fire: put down a casualtyEPuts down the person you are carrying or dragging
Fire: switch carry and dragGSwitches between carrying and dragging

The admin panel: /fire admin

The panel has a department picker at the top left, where you also create departments and see the selected department's treasury. Under it is a Setup Checklist that ticks off as you go: a grade, a station, a clock-in point, a gear room point, an apparatus bay, a bay spawn point, apparatus, and a gear-room loadout.

CategoryScreenWhat you do there
DepartmentOverviewRename, enable or disable, fund or delete the department, and choose who pays for gear
GradesRanks, salaries, and which rank counts as a boss
UniformsBuild and edit uniforms
Gear RoomThe loadouts firefighters take at the gear room
RadioDepartment radio channels, with oxide-radio
InfrastructureStationsCreate stations, place their points, set their map blip
Apparatus BaysBays, their interaction point and spawn points
ApparatusThe department's fire vehicles
ModelsHose outlet positions for vehicle models from your vehicle packs
FiresLive IncidentsEvery fire burning right now. Start, stop or spread fires
Incident SitesPlaces for vehicle fires and structure fires
Wildfire ZonesAreas where brush fires start
Call GeneratorWhether calls start on their own, and what the generator is waiting for

The Fires screens are not tied to a department. They apply to the whole server.

Building a department, step by step

Create the department

Click New Department and enter an internal name and a display label.

The internal name must match a job in your framework, for example fire. This is the job that is set on a firefighter when they are hired. Use lowercase with no spaces. See your framework guide for adding the job: QBCore, ESX, Qbox.

The display label (for example "Los Santos Fire Department") is what players see on blips, menus and notifications. You can rename it later. The internal name cannot be changed.

Add grades

Go to Grades and add at least two: an entry-level rank and a boss rank.

Each grade has:

  • a rank number. 0 is the lowest, and higher numbers outrank lower ones. /fire hire uses rank 0 unless you give another.
  • an internal name and a display label
  • a salary, paid on each interval while on duty
  • a boss flag, shown as "Boss rank (management access)"

The boss flag unlocks the management desk. Without at least one boss grade, nobody can open it.

Rank numbers decide everything else too: minimum grades on bays, apparatus, uniforms, loadouts and radio channels are compared against them. A boss can only hire, promote or dismiss below their own rank.

Keep the rank numbers the same as the grade numbers on your framework job, so the two line up.

Create a station

Go to Stations, give the station a label and click Place & Create. The panel closes so you can place the station's position in the world. It sets the map blip's position, and it is where the station bell rings. It is not an interaction point by itself.

Place the station's points

On the station's Points tab, press Add next to each point type, then place it in the world. The panel closes while you place and reopens when you are done.

PointWhat it is for
Clock InWhere firefighters go on and off duty, and open the call board. At least one is required, or nobody can work there
ManagementThe boss desktop
LockersEach firefighter's personal locker
Gear RoomLoadouts, uniforms and SCBA refills

Placing a point:

ControlEffect
AimThe marker follows your crosshair
[ and ]Make the point's zone smaller or bigger
Left mousePlace the point
Right mouseCancel

Set up the map blip

On the station's Overview tab, set the blip's icon (sprite), colour, size and label, and show or hide it. Leave the label blank and the blip is named "Department - Station".

Add an apparatus bay

Go to Apparatus Bays and create a bay. It is created at your current position. Give it:

  • an interaction point, where firefighters stand to take a unit out (Take Apparatus). They must be within 10 m of it.
  • one or more spawn points, where units appear. Place each one with the ghost vehicle preview: Scroll rotates it, Left mouse places it, Right mouse cancels. Several spawn points let several firefighters take units out at once.
  • a type, a station link and an optional minimum grade. Put boats in a boat bay, and helicopters and planes in a helicopter bay.

A unit can only be put back near one of the department's bay spawn points, so place them where units should park.

A bay that still holds apparatus cannot be deleted. Move or delete its units first.

Add apparatus

Go to Apparatus and click Add Apparatus. As an admin you add units for free. Pick an entry From the catalog to fill in the form, or type a model yourself. Each entry takes:

  • a model and a label
  • a class, which fills in the water tank, foam tank and hose outlets (you can change them)
  • a bay, a minimum grade and a replacement cost
  • a type: Car, Bike, Quad, Boat, Helicopter or Plane. Pick what the model really is. Units always spawn as this type, so a motorbike set to Car (or the other way round) spawns broken. Picking a bay sets the type to the bay's kind until you choose one yourself, and a catalog entry sets its own.
  • a quantity

A quantity of 5 creates five real units, each with its own plate. The screen groups identical units into one row. Click Units to see each unit's plate, status, water and foam.

Editing a group changes every unit in it: label, type, minimum grade, livery, extras, replacement cost, tank, foam, outlets and bay. A new type applies from each unit's next spawn. A group marked Mixed types holds units saved with different types; saving it gives every unit the type shown. Disable stops firefighters taking those units out. Units already out stay out. Delete removes the whole group, and is refused while any of its units are out on the road.

The buy list bosses use is separate. It lives in /fire settings under Apparatus → Apparatus catalog.

Set hose outlets for your vehicle packs (optional)

The stock firetruk already has its outlets set. For other fire vehicles, go to Models and add the model:

  • Start from size fills in outlets based on the vehicle's size.
  • Pick lets you aim at a vehicle of that model and click the exact spot of an outlet or the supply intake.
  • Each port is a position in metres from the model's centre, and the way the cap faces.

A model can have up to 8 outlets and one supply intake. Remove puts the model back on its config ports, or the ones its size gives it.

Add gear-room loadouts

Go to Gear Room and click New Loadout. Each loadout has a label, a minimum grade and a list of items, each with a count and a price per item. The item search lists the items your inventory knows.

A good first loadout has the scba item, a fire extinguisher and a hatchet.

As an admin you can stock any item. A boss can only stock the items on the Approved gear items list in /fire settings → Stations, and only as many of each as the list allows per entry. The list starts with scba, radio, the fire extinguisher and the hatchet. Add an item there before a boss can use it. Changing the list does not change loadouts that are already saved.

Who pays for gear is set on the department's Overview screen: Treasury pays (default) or Firefighter pays.

Build uniforms

  1. Dress your character the way the uniform should look.
  2. Open Uniforms and create one.
  3. Choose which clothing slots the uniform controls.
  4. Press Capture current outfit to fill in the drawable and texture numbers for your character's gender, or type them in.
  5. Use Copy from Male or Copy from Female to fill the other gender, then adjust.
  6. Give it a label and an optional minimum grade, and save.

Step 3 matters most. A uniform only changes the slots you pick. Everything else stays the firefighter's own clothes.

Add radio channels (optional)

Requires oxide-radio. Open Radio and press Add Channel. Each channel takes a frequency number, a label, a minimum rank, an optional duty-only flag and an optional default flag.

The default channel is the one firefighters are tuned to automatically when they clock in. Only one per department.

Frequencies are globally unique. Trying to take one that another department or resource already owns is refused.

Without oxide-radio installed, the screen says so and nothing is registered. Channels saved there are registered as soon as oxide-radio starts.

Add incident sites

Go to Incident Sites. Without at least one site or zone, the call generator has nowhere to start a fire.

Click New site, give it a name, choose Structure or Vehicle, and press Add in world. The incident editor opens with the new site where you stand. To change a site later, press Edit in world on its row.

What a site holds:

  • A vehicle site is one spot and a heading. A random rusty wreck spawns there for each call, standing on its wheels, and its five flames burn on it.
  • A structure site has a spot (where the call's alert and GPS point, and the distance at which a casualty counts as out of the fire is measured from), fire points wherever flames may start (2 to 35), and up to 8 victim spots where people may be trapped. Half of the fire points start burning, and the fire spreads to unburnt points within 6 m.

Each site can also be renamed, enabled or disabled, teleported to, or deleted on the Incident Sites screen. Start fire starts a call at that site straight away, which is the easiest way to test it. Deleting a site does not put out a fire already burning there.

Draw wildfire zones

Go to Wildfire Zones and click New zone. The zone tool opens: mark the corners of the area where brush fires may start and spread (3 to 64 corners, and less than 400 m from bottom to top). The tool shows its own controls on screen.

Each zone can be renamed, redrawn, enabled or disabled, teleported to, or deleted. Start fire starts a brush fire call inside it straight away.

Brush fire calls and lightning fires only happen inside enabled zones.

Check the call generator

Go to Call Generator. It shows whether calls start on schedule or what the generator is waiting for (not enough firefighters, too many calls burning, or no enabled sites or zones), the time until the next call, and how many places each call type has.

  • Turn on / Turn off switches the generator.
  • Generate now starts a call of that type straight away, at a random enabled site or zone.

The waits, the firefighters needed and the call mix are in /fire settings under Fires & Calls → Call generator.

Hire somebody

/fire hire 3 fire 0

Or hire from the Roster app as a boss: the player gets a job offer to accept or decline, and is hired only when they accept. An offer lasts one minute. Or set their framework job to the department's name in any other way: oxide-fire picks that up and enrolls them.

The incident editor

You fly round the site and place everything on it in the game world, then save or leave.

  • You must be off duty and on foot. The server checks you're an admin when you open it and again when you save.
  • Only one admin can edit a site at a time.
  • The editor changes only what you place. The name and the Enabled switch stay on the Incident Sites screen.

Modes. You edit one kind of thing at a time. Press C to step through them. The card at the top left lists the modes and lights up the one you're in.

ModeWhat it shows
Spot (structure)A post at the site's spot and a green ring at the distance where casualties count as out of the fire
Fire points (structure)An orange handle at each fire point, at the height it will burn (a point placed a little above a floor burns on that floor), and a faint line between points close enough for the fire to spread between them. H shows the real flames at every point
Victim spots (structure)A casualty lying at each spot, exactly where a call puts one
Wreck (vehicle)The wreck on its wheels, with a marker where each of its flames burns

The fire points show faintly in the other modes. A handle hidden behind a wall shows as a dashed ring over it, so you never lose one.

The card shows the mode you're in and its counts, what you're aiming at and what a click does, the problems and warnings (this mode's first, then how many the other modes have), and the controls for this mode only. If a site is too big to draw everything at once, the far parts are left out and the card says how many. Fly closer to see them.

Aiming. The ring in the middle of the screen is your aim. The part you aim at turns yellow (a wreck or a casualty gets a yellow ring on the ground), and a tag above it says what it is and what a click does. The keys for it show at the bottom of the screen.

Moving and adding. Picking a part up or adding one carries it. It follows your aim while you keep flying, and it is shown exactly where a call will put it: a fire point's flame at the height it burns, a casualty lying on the floor under the spot, the wreck standing on its wheels. Fly round it, fine-tune it, then place it. A part that the save would refuse turns red, and one that only warns turns amber, with the reason on the card.

Controls

WhenKeyWhat it does
AlwaysMouse, W A S DFly
AlwaysShift / CtrlFly up / down
AimingScrollFly faster / slower
AimingCNext mode (structure sites)
AimingLeft mousePick up what you aim at
AimingEAdd a fire point or a victim spot (in those modes)
AimingDeleteDelete the fire point or victim spot you aim at
Aiming, Fire pointsHShow or hide the flames at every point
AimingUUndo the last change
AimingEnterSave
AimingBackspace or EscLeave without saving. With unsaved changes, press it twice
CarryingLeft mouse or EnterPlace it here
CarryingBackspace or EscCancel this move
CarryingFPin it where it is, so you can fly round it; press again to make it follow your aim
CarryingArrow keysNudge it 10 cm along the ground; up is away from the camera. Nudging pins it
CarryingPage Up / Page DownRaise / lower it 5 cm (the site's spot and fire points)
CarryingQ / E or scrollTurn the wreck 5°
CarryingAlt (hold)Fine steps: 1 cm and 1°

The editor uses no number keys, Tab or Z: inventories and radial menus usually take those keys.

Problems and warnings

The card lists problems in red and warnings in amber, and they update as you edit.

  • Problems stop the save:
    • a structure with fewer than 2 fire points;
    • more than 35 fire points, or more than 8 victim spots.
  • Warnings are only advice:
    • a fire point with no other point within 6 m: the fire never spreads to or from it;
    • a victim spot 20 m or more from the site's spot: a casualty there already counts as out of the fire.

Live Incidents

Every fire burning on the server, whoever started it. Each row shows the call code and place, how many points are burning and smouldering, how long it has burned, the wind and rain at the fire, how many casualties it has, and whether it can spread.

  • Start a fire in front of you: a vehicle fire or brush fire starts a few metres ahead of you. A structure fire takes the nearest enabled structure site within 300 m. These are full calls, with an alert.
  • Stop puts one fire out and closes its alert. Stop all puts every fire out.
  • Force spread makes every healthy point of that fire spread once, right now.

The boss management desktop

Opened from a Management point by a firefighter whose grade has the boss flag. Duty is not required, so a boss can manage the department off the clock. With oxide-tablet running and Host in oxide-tablet on, it opens inside the tablet as "Fire Command" instead.

AppWhat it does
RosterOffer a job to online players by server ID (they start at the lowest grade once they accept), dismiss, promote and demote, and set badge numbers and callsigns. Shows who is online and who is on duty. You can only act on firefighters ranked below you, apart from your own badge and callsign
TreasuryDeposit from your own bank, withdraw to your own bank, and read the transaction history
PayrollBack pay owed per firefighter, salaries by grade, and Settle Back Pay, which pays out as much as the treasury covers. Shows a notice instead when salaries are not treasury-funded
UniformsThe same uniform editor as the admin panel, for this department
Gear RoomThe department's loadouts, with items from the admin's approved list, and who pays for gear
FleetBuy units from the catalog into one of the department's bays (up to 10 at a time by default), and replace destroyed units at their replacement cost. Both are paid from the treasury
DepartmentA read-only overview: label, treasury balance, firefighters, grades and how many are on duty

Rank rules are checked on the server: a boss can only act on firefighters below their own rank, and can only promote to a rank below their own.

The settings editor: /fire settings

A searchable editor for every setting that lives in the database.

  • Basic and Advanced tiers. Advanced shows settings most servers never need to touch.
  • Three sidebar categories: Core, Fires and Integration.
  • Changed fields are marked, and the editor shows how many changes are not saved yet.
  • Reset to default on a setting puts back the value your config file had when oxide-fire last started.
  • Saving writes to the database and applies straight away.

Full per-setting reference: Configuration.

Housekeeping

  • Disabling a department stops new clock-ins and removes its blips, station points and bays. Everything is kept. Firefighters already on duty stay on duty until they clock out, which they do with /fire duty.
  • Deleting a department removes its stations, grades, firefighters, bays, apparatus, uniforms, loadouts, radio channels, transactions and back pay. Anyone on duty is clocked out and told why. This cannot be undone.
  • Removing a grade does not change the firefighters on it. Move them to another grade from the Roster.
  • Funding a department from the Overview screen adds money to its treasury, logged as admin funding.
  • Editing a station's points while people are using them is safe: every player's interaction points are rebuilt straight away.