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Exports
Choose the feature below for its signatures, parameters, examples and return values. Client and server exports run on their stated side; they do not replace gameplay authorization.
Call these exports from a server script in your own resource, with sky_firejob started. They create or remove an incident when called. Automatic oil leaks after collisions or from wear need Sky Mechanic or another resource that detects the condition and calls Firejob.
The return formats and IDs differ between fire and oil exports:
| Operation | Return value on success | ID to keep |
|---|---|---|
CreateFire | One table: { success = true, fireId = ..., type = ..., label = ... } | result.fireId, a numeric fire ID |
CreateVehicleFire | One table: { success = true, fireId = ... } | Keep the vehicle network ID you supplied for RemoveVehicleFire; result.fireId identifies the fire |
CreateOilSpill | Two values: true, spill | spill.id, a string such as "17", for RemoveOilSpill |
GetOilSpills | An array of spill tables | Each entry's spill.id; the array index is not the spill ID |
creator, where accepted, is a player's current server ID (source). Use 0 or omit it for server-created incidents. It is separate from the vehicle network ID, fire ID, and oil spill ID.
Shared APIs
| Resource | Use it for |
|---|---|
| Jobs Base client exports | Documents, radial actions, shared player interactions and tablet panels |
| Jobs Base server exports | Duty, employees, service features, dispatch, storage and society money |
| Base exports | Currency, inventory bridges, phone/tablet providers and the Sky library |
The export belongs to the resource named in its example. A shared export still uses sky_jobs_base or sky_base, even when called from a Police, Ambulance, Mechanic, Fire, Crime, DOJ or Creator integration.
Server Exports
Related shared integrations
The firejob also depends heavily on sky_jobs_base and inherits its shared systems for:
- Job registration
- Duty handling
- Storage
- Garages
- Dispatch
- Boss permissions