Ambient Fire Dept.

by Prof_Farnsworth
Please explain why you're reporting this file:

AMBIENT FIRE INSPECTION v2.0 by Prof_Farnsworth

2.0 Update:

-Added voice and helmets to the firemen, random components for the chief
-Water cannon effect is now in place (Big thanks to Mr. Mysterious from LCPDFR team). It does not always aim directly at the fire, but sprays the surrounding area.

-Corrected more random event bugs

1.3 Update: Fixed many script errors generated from numerous causes

BUGS FIXED: Fixed many of the script errors caused by the player dying or leaving the scene of the fire quickly.

-fixed a script error when multiple fire trucks blow up consecutively

FEATURES: Any car fire near the player will cause a firetruck to respond to the scene, investigate (look around, take pictures) and clean up (sweep) the area. The fire will also be extinguished. They will then return to a fire department unless there is another fire.

INSTALLATION: Make sure your GTA IV is moddable (, asi loader, etc).

Place "" into the "scripts" folder in the root GTA IV directory.

Play. (You can confirm the script has been loaded if the "emergency" script has been loaded in the scripthook console (default key (~)).

Tested on GTA IV version 1.0.7 and with, scripthook.dll 0.5.1 and 0.4.0, and latest xliveless (0.99)

KNOWN BUGS: -Occasionally firemen will do their animation while lying on the ground (looks odd)

-Firetruck has a tendency to get stuck (Game AI). Leaving the area or blowing up the truck will correct the problem.

Copyright: Please do not upload this mod anywhere else. If you use this mod in one of your own, please be kind enough to give credit.


Prof. Farnsworth
9.26/10 - 38 votes
Downloads: 14,803
Added: May 1, 2011 7:37PM
Last Downloaded: April 30, 2017 1:09PM
File Size: 6.47 KB
» Author Website

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will this mod work on EFLC?
Posted on May 2, 2011 12:20AM by earljanxxx09
This script simply doesn't work for me, it has an error every time I cause a fire. =/
Posted on May 2, 2011 1:40AM by Shikato
NICE! Did something R* was too lazy to do!
Posted on May 2, 2011 10:19AM by ComedyInK
??? what is this?
Posted on May 2, 2011 5:00PM by funsome
@earljanxxx09 - I think it does, give it a try.

@Shikato - Knowing the error would help, but I will be uploading an update shortly which fixes twenty some misc. script errors.

@funsome - read the description

Thanks ComedyInK, glad you enjoy it.
Posted on May 2, 2011 8:40PM by Prof_Farnsworth
2011-05-03 05:41:44 - Error during Tick in script 'emergencyscript.emergency':

System.NullReferenceException: Object reference not set to an instance of an object.

at emergencyscript.emergency.createtruck()

at emergencyscript.emergency.findFire()

at emergencyscript.emergency.emergency_Tick(Object sender, EventArgs e)

at GTA.Script.TryTick()

at GTA.Script.DoTick()

at GTA.ScriptThread.OnTick()

Posted on May 3, 2011 4:44AM by Shikato
oh.... not support
Posted on May 3, 2011 7:47AM by sampong8
Lend a helping hand!!!! Please help to do what Paul Walker's character module thank you
Posted on May 5, 2011 2:01PM by eric3457
Paul Walker

Posted on May 5, 2011 2:09PM by eric3457
Work Nice... THX
Posted on May 16, 2011 1:22AM by Mastercz
Thanks mate :)

This looks great :D
Posted on June 14, 2011 1:26AM by RomerJon17
Where is the scripts folder?
Posted on June 29, 2011 11:48AM by Roblok
^^^ Rofl. Anywho...

This is quite the script (haven't tried it, but I will!) definitely adds realism to the game 10/10 (will vote after confirming it works lol)
Posted on July 1, 2011 4:30AM by Twiztid ICP
Great script, one thing I found that seems funny is that after you shoot the guy with the clipboard, a random pedestrian nearby will take his place.
Posted on August 4, 2011 3:00AM by PwnFrnzy
PwnFrnzy - I know, it was the only way I could think of to get the truck out of the area when the chief dies. Generally, it should be one of the other firemen who take his place, unless their path is stuck.
Posted on August 10, 2011 1:18AM by Prof_Farnsworth
where i can get the road texture!?

please answer
Posted on August 17, 2011 11:11PM by UltraQuantum
This is awesome! I love it that emergency services show up, very cool mod. Thumbs up! I voted 10 :)
Posted on August 22, 2011 11:24PM by bobkat750
only downside is the crew is invincible

also they turn up mid fire fight and casually walk around sweeping

other than that, awesome

Posted on December 1, 2011 2:11AM by utymmn
why after doing animations they do it constantly after periods of time?
Posted on February 22, 2012 10:34AM by aztec2012
Nice improvement with v2.

Shooting water is great.
Posted on April 8, 2012 11:34PM by MasterVampire
Dam awesome script. But can't this work fine with v. Always same error or crash. :/ Please try to make it work with that version. Thanks. :)
Posted on April 24, 2012 12:21PM by XxDarkxX
@XxDarkxX - It should work fine in that version as that is what I used to use up until about a month ago. What error are you receiving? Also, I am updating again soon with what I think will alleviate some crashes.
Posted on May 1, 2012 11:58PM by Prof_Farnsworth
Prof : Sorry for late reply. I am getting error like, error in : script 'emergencyscript.emergency': Something like that. I really love this mod, if you can fix it. Then please let me know. Thanks. :)
Posted on May 8, 2012 3:15PM by XxDarkxX
Just tried again mate. But it just crashed without any error. :/ Hope to see your reply soon.
Posted on May 8, 2012 3:20PM by XxDarkxX
@XxdarkxX - If it happens again, PM me a copy of the scripthook log with the error in it. Also, how many modded cars do you use? I find more modded vehicles is more likely to crash
Posted on May 23, 2012 10:47AM by Prof_Farnsworth
Hey, i don't know why this is weird. I downloaded this mod from other site, like you released on gta4-mods and some more other GTA sites. And that script working fine. :) Thanks anyways. :) Hope i won't get error in future. :) Yea, i modded cars like 14-15 like that. Hope to see your more awesome scripts soon. :) Thanks.
Posted on May 24, 2012 2:27PM by XxDarkxX
That is odd. Are you sure you have the newest version now (2.0)?

Glad to hear it is working now.
Posted on May 24, 2012 5:37PM by Prof_Farnsworth
Umm nope, i got v1.0. Looks like, i installed v1.0, which is working. Let me try out this new one(2.0). Hope it works.
Posted on May 25, 2012 1:10PM by XxDarkxX
Nope mate, only v1.0 working, which i downloaded from other site. And this one not doing anything, Fire Dept. trucks didn't even came at fire place. o.0
Posted on May 25, 2012 1:18PM by XxDarkxX
I am not sure why it wouldn't work at all, as they come for me even when fighting with the convoy. I will post a new version soon. Hopefully, should fix some crash issues, or at least work for you.
Posted on May 27, 2012 1:05PM by Prof_Farnsworth
Hey mate, i have a request. o.0 Um, maybe can you make real traffic script? Which won't cause texture missing problem. I tried mostly all scripts of other modders, but all causing problem. :/ I mainly want few cars like 10, just roam around and mainly bus. But it won't cause any texture problem. And i am not able to send you PM, so please check message here. I really want that script, which won't cause texture missing problem. Let me know about this, thanks. :)
Posted on July 11, 2012 1:28PM by XxDarkxX
I don't know if that can be done. I don't believe the texture problem is caused by the scripts, it is caused by the large car models drawing too much memory from the system. Most car mods use at least 3 - 3.5 times the amount of memory than standard cars. I am afraid for this problem, the only solutions are less modded cars, or more powerful hardware. I use the latest "Traffic Flow" script currently, but only have 2 or 3 modded vehicles (all of which are a small size), and the game runs smooth. I wish I could have more, but the same problems occur such as texture bugs, lag, and crashes.
Posted on July 11, 2012 7:10PM by Prof_Farnsworth
Oh ok, thanks for letting me know about this. And yea, i got many modded cars, but bad PC specs. :/ Anyways, it's fine. Hope to get good rig soon. :) Btw, was just wondering, are you going to make any new script? Different ideas and all. xD I was wondering for something like, um when niko is near to a street pole. Hit any key, and he hold the pole and give a kick who is standing next to him on other side of pole, if you got me. xD He kick ped while in air. xD Turning around the pole by holding it with both hands. xD If possible, try it. :) And you can try out your more ideas. :) And btw, is that possible that only bus roam around the city? Only buses. I want it bit real. xD Let me know. Thanks. :)
Posted on July 12, 2012 6:26AM by XxDarkxX
I have been working on updating my business mod. So far, have added employees, ambulance missions at hospital, and lunatics having killing spree at business, causing loss of revenue if patrons die. Until it is done, I don't think I will be working on anything else.

Only buses? With no other type of vehicle? Is that what you are asking?
Posted on July 12, 2012 5:05PM by Prof_Farnsworth
Oh ok. :) That's nice though, will be waiting for it. :) And yea, only buses roam around, no other cars. I mean, other cars just roam around, like normally in GTA, as it is original. Like taxis, cops, and other cars. Which usually roam in GTA. Hope you got me. Thanks. :)
Posted on July 13, 2012 5:31AM by XxDarkxX
Have you tried "Traffic Flow"? It lets you select a group of vehicles which get loaded into games memory at an interval you specify. Make one of them the bus, and done. Other than that, you can add buses to the lines in "cargrp.dat" found in the "common/data" folder of your GTA install. That should make buses spawn as well.
Posted on July 13, 2012 5:16PM by Prof_Farnsworth
Ah, i just tried it. First, it was not spawning, because i placed files in GTA folder not in scripts. xD But now it's working fine. :) No texture missing for now, hope i won't get in future. :) Thank you so much. :) Now will be waiting for your new scripts. xD Thanks again. :)
Posted on July 14, 2012 5:53AM by XxDarkxX
No problem, hope it helps.
Posted on July 15, 2012 11:35AM by Prof_Farnsworth
Uhh. I Installed the mod and i looked at the In-game script and it Says it loaded Perfectly. But how do i like change into a fireman? How do i respond to calls? That kind of *. Like, To start LCPD:FR Its Alt+P. Is there something like that for the fire mod?
Posted on December 4, 2012 4:12AM by claw106
@claw106 - this mod only creates an ambient fire department (i.e. they come and put out fires, not you). I am contemplating an actual firefighter mod sort of like my ambulance missions, but haven't started it yet.
Posted on December 4, 2012 4:44PM by Prof_Farnsworth
Ok. Cheers.
Posted on December 5, 2012 2:07AM by claw106
Eh, I just tried this and, although it says the script loads in the console, I didn't find more than some random fires on the road.

And yes, without any firefighters coming to put it out...

I even called them and they were just standing not so far away from a burning bike saying "There is no fire!". Wow, Rockstar, you make amazing games!...

I also don't get the part of v2 for which you described things like "-Added voice and helmets to the firemen, random components for the chief". Are those things that are already built into the game but you simply scripted it to be used? (I guess.)

I wonder if v1 would work (as I saw someone mention), but I guess that's not available anymore.
Posted on December 23, 2012 1:41PM by Damage Inc.
Not sure I quite understand what you mean by "I didn't find more than some random fires on the road"?

This mod does not create fires, and you do not need to call the fire department. They will automatically come to any vehicle on fire.

Easy way to test is just park a car somewhere, and blow it up. The fire truck should show up shortly.

NOTE: They respond to most fires, not all, and the vehicle on fire needs to be on screen until they are dispatched.
Posted on January 1, 2013 11:30PM by Prof_Farnsworth
What I meant by the "random fires" is exactly that; There are just small fires starting in places, which didn't happen before.

On top of that, Firefighters never show up. And even when I call them they don't respond to any fire that is near them.

I know that's probably because when you call them, it's pretty much Rockstar's version of the Firefighters (which don't respond to fire) but it was worth a try, and they didn't respond to fire through your mod either.

I don't know what's preventing it from working. Would you know any mods that might interfere?

I'll try the mod again, but I've already tried it quite a bit.
Posted on January 2, 2013 11:49PM by Damage Inc.
This mod does not create any fires at all. Not sure where that is coming from. Also, they only respond to vehicles on fire (i.e. if you throw a molotov, they will not show up. If you throw a molotov on a car, and it catches fire, they will).
Posted on January 3, 2013 9:41AM by Prof_Farnsworth
Yes, they didn't show up for burning vehicles and they ignored any burning vehicles when I called them up.

But I've just tried the script again and started a fire. Then they did come, but once they arrived, the script had an error, and their truck disappeared and then they just stood around.

3 Firemen (2 with brooms) and I guess one Chief (the guy in blue).

But they just stood there and never left. Of course cause the script stopped, but I don't know why it stopped.

Then I left the area to see if the script would perhaps responds again later, but when I started a fire, they didn't show up at all anymore.

I took some screenshots, also from the console after the error, but I'm not sure if it's useful at all.
Posted on January 3, 2013 5:23PM by Damage Inc.
OK, just a little update; I did some more testing and it finally works. I just have to add though, these Firemen are really a group of dysfunctional people. :P

I started a fire, on a car of course, and also on another behind that car. Then they came, but they only had attention for the first car on fire, as of course that one is what activated them technically.

All they did was being outraged as if they were regular pedestrians, complaining about the fact that there was fire and explosions.

Then they left, even though a fire was raging right behind them, but only when nearly out of sight, they turned around for that additional fire, which made them drive right into the burning cars, catching fire themselves and exploding along with the other cars. And that was the Fire Brigade...

It's rather hilarious to see, but it's barely functional.

I wish you could improve their intelligence (or that of Rockstar) so that they'd be more observant of the area; detect fires, aim at fires with the water, not get too near to fire (at least with the truck).

Maybe it would even be something to have a crew of 2 trucks and more fighters to come at once, but they'd probably only run into each other.

If you'd want to take it to the next level even, have it all happen dynamically, say when there's more fire, more firefighters come.

Or, when there's a small fire, just the one truck and people you have now, but if it expands or if they die, an additional crew (of the same size) would show up, to fight the fire.

I know that's probably a LOT to ask, but I'm just spitballing ideas for improvement. :)

Oh, and speaking of dying Firefighters, it would be great if there was a functional medical emergency service. There could be a pile of bodies (or just hurt people), but they never do anything with them even if you call the paramedics.

I don't get Rockstar, because their earlier games had functional paramedics (and firefighters?). They even just had dead bodies shocked to life endlessly, which is silly too, but it worked.

I guess Rockstar's intelligence and attitude truly is reflected in the A.I. of this game...
Posted on January 4, 2013 12:32PM by Damage Inc.
Personally, I am always impressed by what Rockstar accomplished with GTA 4, but I have always been a huge fan of theirs.

On topic, yes, the script is far from perfect, but this was the first mod I ever wrote, so it is not as clean as I would like. To make two trucks come, you could always copy, rename it to something else, and copy it back into the scripts folder. This should make two trucks show up. Be cautious though, this may cause more game crashes. GTA apparently does not like the sudden spawn of peds and vehicles, as evidenced by my Hijack mod.

They don't usually drive right into the fire, but sometimes yes, to guarantee they actually get close enough to the fire. I tried everything I could to get the water to aim at the fire, but as it is just a particle effect, and not the actual cannon, it is quite difficult to get the rotation right.

I was working on a body removal script, but found they would not pick up the bodies as intended, so it was abandoned in favour of making the AI drive over dead bodies instead of stopping.

Another crew will show up if the first dies, only if the fire is still burning (and after the 45 second wait for the dead truck to get deleted).

This may be re-written in the future when I am done with my business mod and have a little more time. I do appreciate the feedback though, thanks.
Posted on January 6, 2013 12:29AM by Prof_Farnsworth
The thing about them driving into the fire, though, is that they really blatantly just drive right into any cars and wrecks.

But then, police and taxis do that as well, so it's just the way the AI works. Not your (script's) fault...

On a side-note, I also noticed that when you playback the Firetruck in a replay while it's spraying water, the beam of water gets copied in multiple directions, and on top of that, when the truck drives away they keep spraying and stay hanging in the air like separate objects. I think this is only since I put this script in, cause I don't think I've ever seen that before.

But it's just in the replay-editor, which I noticed when I was just kind of making a video with the crazy Firefighter-AI. It was pretty hilarious so I saved it. :P

But I could try to do the trick with two of the DLLs, so there could be a backup team in a way. If that really crashes the game, I'll probably keep this script in anyway, but with just one copy.

It would be cool if you'd improve and/or expand this script though.

And your Business Mod seems interesting as well. Is that kind of like the "Big City Life"-mod? Or could I use it in addition to that one even? Cause that one seems to be more focused on a "needs"-system rather than business (or working), but I don't know all the details of each mod.

And I'm sorry, but I just don't see why Rockstar doesn't do these additional things. It's just clear to me that people like you are far more inventive than them, which is a shame.

I think people would have been bored with GTAIV years ago if there were no community-modifications (I know I would be). I can only imagine how the console-players feel.

So thanks for your response and the effort.
Posted on January 6, 2013 9:54PM by Damage Inc.
Anytime. The business mod is focused on buying businesses and earning income. You can also hire employees, have patrons of your business killed by lunatics, get robbed, and do jobs for certain businesses (vehicle/food delivery, ambulance driver).

Big City Life is more focused on making Niko more like a real person. He needs to eat, sleep, do stuff for fun, etc.

I believe they can be used together, the only issue is the number of blips that get created can cause glitches. For example, my mod sometimes breaks bowling (I don't care cause bowling sucks) and I've noticed when too many blips are created it will unload other, more critical blips (i.e. teleport marker from Algonquin safehouse to main floor) so you cannot get out of your apartment, or cause peds to become statues (cannot be killed or moved).

That being said, I have not tested Big City Life extensively with the business mod, so just keep an eye out for things like the above.
Posted on January 7, 2013 1:36PM by Prof_Farnsworth

Really wants more like this!
Posted on July 27, 2013 6:10PM by SiTWulf
Great mod makes the city seem more real, Rockstar should have included the firemen in the game.
Posted on November 16, 2013 1:11AM by coldroll
Perfect mod... feels more like a city! :3
Posted on May 12, 2014 7:20PM by DeadMilitia
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