setFireDamageTargets
Shared
Restricts a managed fire to damaging only selected element categories.
Syntax
bool setFireDamageTargets(fire theFire, table targets)Arguments
theFirefireManaged fire element.
targetstableTable with optional players, peds, vehicles and objects booleans. Omitted keys default to true.
Table keys
playersbooloptional · default trueWhether the fire damages players.
pedsbooloptional · default trueWhether the fire damages peds.
vehiclesbooloptional · default trueWhether the fire damages vehicles.
objectsbooloptional · default trueWhether the fire damages objects.
Returns
true when applied; false for an invalid element or table.
Ownership and lifecycle
A managed fire is an element owned by the resource that created it, so stopping that resource extinguishes its fires. Server-created fires are synchronized to every client, and lifetime is tracked as relative remaining time so a client joining mid-burn receives what is left.
Important behavior
- A fire that should burn scenery but never hurt players is a mask change, not a separate system.
Where this comes from
SOURCECLuaFireDefs.cppClient/mods/deathmatch/logic/luadefs/CLuaFireDefs.cpp and Server/mods/deathmatch/logic/luadefs/CLuaFireDefs.cpp INTRODUCED / EXTENDEDd82ce28aaRead the commit and why the change was made TEST RESOURCE fire-test test-resources/fire-test
RELATED NEON APIS
Read the system guide →