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IDProjectCategoryView StatusLast Update
0008260Multi Theft Auto : San AndreasScriptingpublic2018-07-21 18:48
Reporterlopezloo Assigned ToNecktrox  
Status resolvedResolutionfixed 
Product Version1.3.5 
Fixed in Version1.5.6 
Summary0008260: [Request] Possibility to clear all fires

Just a function to destroy all fires (created by explosions, molotovs, fire extinguisher etc.). I think MTA already do this in some situations so adding this shouldn't be hard.

TagsNo tags attached.



2014-07-31 08:32

developer   ~~0021550

Also would be nice to clear fires on specific position, like removeWorldModel:
clearFires(x, y, z, radius) (+ interior?)


2014-07-31 09:32

viewer   ~~0021553

You can try this:

function destroyAllEffects()
for i, effect in ipairs (getElementsByType("effect")) do
if (isElement(effect)) then


2014-07-31 10:14

developer   ~~0021554

I don't mean effect. Fire created by explosion isn't element.


2014-08-01 06:26

viewer   ~~0021600

Last edited: 2014-08-01 06:31

Master relation: #004924

As a temporary workaround hack you could always use a GTA fire effect and when the element is close enough to the element it would set the player or pedestrian on fire, or similarly vehicles or so. This is a pretty hacky way of doing it, but as always, it works! You can remove GTA effects, so this gives you that advantage. Original fire was meant to be spreading and natural, and not able to be managed by the game. GTA did use fire effects in various situations as well.

@RuuN-: isElement( ) is unnecessary when iterating over a native element table. You should always be able to trust getElementsByType( ) giving you a true list of all real-time elements in-game. Such check is only required when a handler is delayed, for example inside of a timer. An element could potentially have been removed from the world during this delay, and would be recommended to use isElement( ), but normally the speed it iterates over a list of elements is quite hasty.


2014-08-01 06:34

viewer   ~~0021602

Would also be nice to see createFire return a element so that it can be controlled. But I wasn't aware of what socialz said about how the whole purpose of the fire is to be completely uncontrolled by the server.


2014-08-01 10:32

developer   ~~0021603

Last edited: 2014-08-01 10:32

I know fire isn't synced, for the same reason I want this function (clientside guys). I'm working on round based gamemode and I just want clear fires when round is starting.

It's annoying when some players see fire from explosions and can burn from previous round fire and newly connected players can't. Own fire system based on FX is perhaps some solution but I proposed this func because MTA already can do it (ExtinguishAllFires in CFireManager).


2014-08-01 13:03

viewer   ~~0021607

@bmazoka: It is not exactly what I meant. I just meant, that fire was supposed to be freely spreading instead of being fully manageable as for what goes to things like setElementPosition( ) and such. Of course these can be done if the fire was an element in the first place, but as it is not, there is not much you can do.


2018-07-21 18:43

administrator   ~~0026767

CrosRoad95 added extinguishFireInRadius in which was later merged in

Octalype added extinguishAllFires in

Issue History

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