HD Fire System 2 Manual

Version 2022.09.16

Open Fire System Changelog

0) Intro

The HD Fire System has been built from the ground up from scratch.
Its design and operational features have been overseen by real firefighters.
Because of this, this system is designed to be the most realistic system in Second Life.
But don't let this scare you, it is still very simple to operate.

1) Version 2

HD Fire System 2 has been a long standing effort to add the most requested features by the community.
It includes a lot of the feedback I have received over the years for which I am very thankful.
This would not have been possible without the community.

The Fire System 2 offers a more flexible platform which has future additions in mind.
Here is a brief summary of the most exciting new features:
  • Individual GPM flow for each connected Hose Line
  • Dynamic height for hose connections
  • Couplers, Siamese & Gated Wye
  • Portable Monitors
  • Dry Hydrant
  • Full Integration of Powder as extinguishing agent
  • Script API for the Fire
The HD Fire System 2 is not fully downwards compatible.
You can still extinguish previous fire versions.
However Hydrants or Foam Cabinets for the old system are no longer available.

Thank you to everyone who uses the HD Fire System for their long standing and continued support.

2) Features

For vehicle specific features please refer to the vehicle manual.

The system uses Hose Lines for connections:
  • Supply Line
    Used to connect vehicles with each other or Hydrants.
  • Attack Line
    Used by firefighters to connect to a discharge and fight fire. They will consume water.
  • Suction Hose
    Used for all connections that suck water inwards. For example a Draft Float, Drop Tank or Dry Hydrant.
You can receive any of those items by using the equipment menu.

In general any compatible vehicle can have one of the following features:

2.1 Water Tank

A main water tank that can hold a specific amount of water.
The tank supplies water to the pump through the 'Tank Valve'.
This valve needs to be open to use the tank-water for pumping operations.
The pump can refill the tank through the 'Tank Refill'.
This valve needs to be open to redirect incoming water into the tank.

2.2 Foam Tank

If the vehicle has a foam system then it will have a foam tank.
The displayed amount is the amount of foam concentrate.
The mix ratio is 3 parts concentrate with 97 parts water.

2.3 Pump Panel

A pump panel, which has intakes and/or discharges.
Those can be large or small diameter connections.
The standard NextGen Pump Panel has:
  • two large intakes
  • two large discharges
  • one small intake
  • three small discharges
HD NextGen Tanker 13 features a smaller pump panel.

2.4 Nozzles

Up to two nozzles to spray water.
Those can be in the form of:
  • - a deckgun
  • - front bumper turret
  • - aerial master stream
  • - aerial piercing nozzle

2.5 Rear Gate

A valve to quickly drop the water tank contents.
This is usually done into a Drop Tank.

2.6 Pump & Roll

Pump & Roll capability means that the pump is able to supply water while driving.
Most of the time this is done through separate discharges for dedicated Pump & Roll connections.
They can be either in the form of a Pre-Connect or small diameter discharge connection.
Pump & Roll connections do not have a visible hose line due to the frequent and dynamic positional changes.
Instead the connection is shown by particles with different colors:
  • - gray for an idle connection
  • - blue for a connection with water flow
  • - white for a connection with foam flow

3) Equipment

Equipment is distributed by the HD vehicles via the Equipment Menu.
On newer Mesh Vehicles you are also able to open the compartments and directly click on the piece of equipment you need.
Most of the equipment will require you to wear the HD Gear HUD.

3.1 Gear HUD

The HD Gear HUD is distributed by a centralized server within Second Life.
To get a copy of the latest version simply select 'Gear HUD' in the main menu of your vehicle.
The Gear HUD handles most of the equipment on the HD Vehicles.
You will not be able to use the compatible equipment without having the Gear HUD attached.
Some of the older equipment will still go directly to your inventory.

3.2 Extendable Ladder

This is a simple extend-able ladder.
To use it, rez it in world and adjust the position and rotation through the build menu.
Touch the upper segment to extend it.
Touch the lower segment to retract it.

3.3 Rescue Tools

Cutters / Spreaders / Ram
These are various pressure powered tools used for rescue operations.
In order to use, please attach them to your avatar
Once attached, to operate them, you are required to connect them to a pressure source.
  • A) One source is a Pressure Generator, in order to connect please attach the tool and
    click on one of the curved outlets located on the Generator.
  • B) You can also connect them directly to the Heavy Rescue Apparatus by opening the
    passenger (right) side compartments and then clicking on one of the colored hoses
    (Located closest to the back).
Please make sure that the parking brake is applied.
Also ensure that you have the proper access rights for the truck/generator.
Next turn on the pressure source (click on the generator / turn on the engine of the Rescue unit).
You can operate the tools by using the page up and down keys.
They work within a 50m range to the source. You can click on the tool to switch between different poses.

3.4 Pressure Generator

The portable pressure generator can be used to power pressure based tools.
It has 2 curved outlets. You can click on the top of it to turn it on or off.

3.5 Electrical Generator

The portable electrical generator can be used to power tools and equipment that requires electricity.
It has 2 cable connections. You can click on the curved part of the cable to disconnect it.
You can start up the generator by clicking on the black t-handle of the pull cord.

3.6 Light Tower (portable)

To prepare a Rescue truck for a connection, trigger the parking brake and switch the apparatus to 'Pump Mode'.
Rez the light tower within 25m of the power source. Click on the light tower and select 'Connect' to establish a connection.
If no cable shows up then this means that you are either out of range or not allowed to connect.
You can turn the lights on / off via the same menu. Make sure that the power source is turned on.

3.7 Extinguisher

This is a standard ABC class fire extinguisher.
You have to attach it to your avatar.
The gauge on the top of it indicates the current fill status.
Enter mouselook in order to use it.
It will spray for as long as you press the left mouse button.
The safety pin is automatically removed if you start spraying.
You can also remove it by hand by touching the ring of it.
You can refill the extinguisher by using the Extinguisher Refill Station.

3.8 SCBA Refills

If the vehicle offers SCBA refills then there will be a Refill SCBA button, given that there are still refills left.
Please check the menu info text to see the available amount of refills.
Selecting this option will refill the tank of your SCBA, given that you have it attached and that the tank is not full already.

If the vehicle offers SCBA refills then there will be a Restock SCBA button, given that the amount of refills is not at its maximum.
Please check the menu info text to see the available amount of refills.
Selecting this option will restock the amount of available SCBA refills the vehicle can give.
Please make sure that there is a SCBA Station within range, which has enough SCBA restocks available.

3.9 Hose Lines

Hose Lines will connect to small and large diameter intakes and discharges.
The hose line will automatically temp-attach to your avatar when you select it.
Touch a intake or discharge connection to connect to it.
If it does not connect, then it might be that you do not have the rights to connect to it.
It will inform you if there is another reason not allowing to connect.
For example an Attack Line can not be connected to an intake.
The hose will be laid out automatically while you walk around.
To take a hose segment back in: simply touch it. You can only take in the last segment.
The range of each hose line is limited. Please check the hover text on your Gear HUD to see how much range is left.
If you want to take an entire hose line back in then you can:
  • - touch the flexible part of the supply line in your hand
  • - touch any s-segment at the end of the connection
  • - click on the intake or discharge pipe your hose is connected to
Flexible Hose (Attack & Supply Lines) will inflate when there is a flow of water.
Rigid Hose (Suction Hose) is always fully round and will not collapse. In order to achieve a flow of water the source of the water needs to:
  • - have the pump running if it has a pump (like a Pump Panel on a vehicle)
  • - have the valve opened if it has no pump (like a Hydrant)
There are four types of Hose Lines:
  • Attack Line
    An Attack Line will only connect to a small diameter discharge.
    You can use the page up/down keys to kneel down or stand up.
    To open the valve of the attack line you can:
    • - touch the valve on the attack line in your hand
    • - go into mouselook and use the left mouse button
    The attack line will spray foam when the discharge has foam injection active.
    The attack line will be affected by the GPM set for the source.
  • Booster Line
    A booster line usually is a pre-connected hose that is stored on a hose reel.
    It is a special type of Attack Line, which uses the same controls. This type of hose usually has a lower GPM rating and shorter reach.
  • Supply Line
    A Supply Line is used to connect an intake to a discharge.
    The order of connecting does not matter. The water will always flow in only one direction.
    There is a Small and Large Diameter Supply Line available.
    Either will only connect to the corresponding Small or Large Diameter intakes and discharges.
  • Suction Hose
    A Suction Hose is used to connect large diameter intakes to an unpressurized water source. This water source can be a Draft Float, Drop Tank or Dry Hydrant.
    The hose will always be fully inflated as it is reinforced in order to allow drafting operations.
    In order to achieve a flow of water the water taking side needs to:
    • - have the pump running if it has a pump (like a Pump Panel on a vehicle)
    • - have the proper pump gear engaged (if it's not powered by an auxiliary motor)
    • - have a Suction GPM set

3.10 Draft Float

The Draft Float is designed to be put into natural sources of water.
It works with Linden Lab water in a region, as well as water objects.
Objects have to meet the following criteria:
  • - named 'Water' (capitalization doesn't matter)
  • - solid or phantom
  • - not physical
While carrying the Draft Float, click on it to place it.
A check will be performed in front of you to find a suitable water source.

The Draft Float can not be used with the HD Drop Tank.
To draft water from the Drop Tank equip a Suction Hose and click on the Drop Tank.
This will automatically rez a compatible Low Level Strainer.

Once the Draft Float has been rezzed you can move it with the SL build tools.
A small light will indicate the current status:
  • - red means that no water supply could be located
  • - green means that it is ready for drafting operations
The Draft Float will automatically adjust its height-level to any water surface, given that it is within close range.
You can pick up a rezzed Draft Float by clicking on its handle.

3.11 Drop Tank

The drop tank is designed to be dropped behind drop valves of vehicles.
It functions as water reservoir that can be setup at the scene.
Place the drop tank directly behind the drop valve.
The drop tank will automatically adjust its position for a perfect fit.
Please consult the manual belonging to the vehicle/object to see how to open the drop valve.
The drop tank will slowly fill with water when there is a stream of water incoming.
If it does not fill then it means that it is not correctly positioned.
Try moving the center of the drop tank exactly to where the water stream is going.

To draft water from the Drop Tank equip a Suction Hose and click on the Drop Tank.
This will automatically rez a compatible Low Level Strainer.
You can setup up to 4 connections with the drop tank.

Please be aware that once the drop tank is empty and will be refilled it will not update the flow of water for the connections.
This is because the flow of water has collapsed previously and the connection valve auto-closed.
Please restart the water taking side in order to get a flow of water again.

3.12 Couplers

Couplers are used to extend the reach of Hose Lines.
  • Attack Lines
    Attack Lines will automatically lay a coupler when the end of the line is reached.
    There can a maximum of two couplers and each coupler will lower the effectiveness and range of the water stream.
  • Booster Lines
    Booster Lines do not allow the use of couplers.
  • Supply Lines
    Supply Lines require you to manually select to lay a coupler.
    To do so click on the Coupler-Icon on your Gear HUD.
  • Suction Hose
    Suction Hose does not allow the use of couplers.

3.13 Junctions

Junctions are used to split or merge Hose Lines.
There are two types of Junctions available:
  • Siamese
    A Siamese acts as a merger of two small diameter Supply Lines into a single large diameter one.
  • Gated Wye
    A Gated Wye will split a large or small diameter Supply Line into two small diameter lines.
    Currently only the large diameter Gated Wye is available.
    You can connect either a Small Supply Line or Attack Line to either of those two small connections.
    Each outgoing connection has a lever which acts as valve to shut off either outgoing flow.

3.14 Monitors

The HD Ground Monitor Set is available here.
A ground Monitor allows you to have a more flexible master stream.
You have to use a Supply Line to feed water to it.
The monitor has a valve to fully turn on or off the water stream.
The amount of water output is regulated by the water source.
If the monitor has a combination nozzle it will allow you to activate a fog pattern.
For more information please refer to the Manual.

3.15 Portable Pump

The HD Portable Pump is available here.
The Portable Pump allows you to setup pumping operations almost anywhere.
It performs best for drafting operations in remote areas that are difficult to access with vehicles.
You have to use a Supply Line or Suction Hose to establish a flow of water to it.
The control panel has a valve to toggle the outgoing water stream.
You can also set the suction for drafting operations.
For more information please refer to the Manual.

4) Components

Next to the items from the equipment menu there are further components for the HD Fire System:

4.1 Hydrant

The hydrant is used as source of water.
The flow of water can be configured to be between 300 GPM and 2000 GPM.
The top of the hydrant may be color coded:
  • Red; below 500 GPM
  • Orange; 500 to 1000 GPM
  • Green; 1000 to 1500 GPM
  • Blue; above 1500 GPM
The owner only menu offers a range of customization options.
You can change the color of the whole hydrant or select a special paint job.
You can also set the whole hydrant to be invisible if you want to use it as an overlay.
You may also create your own graphics by using the available Templates.

This Hydrant is only compatible with the HD Fire System 2.
Hydrants for Fire System 1 are no longer available or supported.

You can use a small or large supply line to connect to a hydrant.
You can touch the top of the hydrant to open and close the hydrant valve.

If a connected supply line is removed while the hydrant valve is open it will start spraying water.
The remaining connection will only receive 25% of the available water flow.
The other 75% of water will splash through the leaking connection.
To fix the situation you have to close and reopen the hydrant valve.

If two supply lines are connected to the same hydrant then the water will be split evenly.
A single large supply line can not take more than 1500 GPM.
A single small supply line can not take more than 750 GPM.

The hydrant can be run over by vehicles which were traveling fast enough on impact.
It will automatically repair after a minute has passed.
This feature is not available for invisible hydrants.

4.2 Dry Hydrant

A Dry Hydrant functions the same as a static draft float.
They are most common next to lakes or on top of underground water tanks.
The pipe of the Dry Hydrant directly connects to the water source.
You need to use a Suction Hose in order to connect to a Dry Hydrant.

4.3 Refill Pipes

The refill pipes are used for vehicles that have a roof access hatch for the tank. Compatible vehicles: HD Titanium ARFF, HD Tanker 1.
The refill pipes can be used to refill water (blue) and foam (yellow).

Selecting auto-adjust will attempt to place the pipe at the proper height and angle on a nearby wall.
Use the build tools to roughly face a wall with the rear side of the pipe.
Click Auto-Adjust. The pipe will detect any nearby walls and the ground level and adjust its position.

Orientation / Direction
This will change the default orientation or swing direction of the pipe.

This will switch the type of agent that gets refilled.
The menu displays the active agent.
Color coding identifies it too:
  • Blue: Water
  • Yellow: Foam

This will activate the refilling process. The pipe will scan for any nearby trucks.
If a truck is found that needs refilling then the pipe will swing to line itself up with the roof hatch.

The Refill Pipes have three flow settings: Low, Medium and High (default).
You can cycle through the different flow settings by selecting 'Flow' in the menu.
Water Flow: 900 GPM / 1800 GPM / 2700 GPM
Foam Flow: 480 GPM / 960 GPM / 1440 GPM

4.4 Foam Supplies

Foam Container
The Foam Container holds 42 gallons of foam concentrate.
It can be used to refill the Foam Cell on the NextGen Series and the Titanium ARFF Series.

Steps to refill Foam on NextGen Series:
- make sure you are wearing the HD Gear HUD
- grab a Foam Container from the Foam Cabinet or the NextGen Foam Unit
- stand next to the driver side of the pump panel
- click on the Foam Container in your hand
- confirm that you see the refill message in local chat (only for Version 2022.08.01 or newer)

Steps to refill Foam on Titanium Series:
- make sure you are wearing the HD Gear HUD
- grab a Foam Container from the Foam Cabinet or the NextGen Foam Unit
- unfold the ladder on the rear of the Titanium ARFF
- click on the upper part of the rear ladder to climb it
- stand next to the roof refill opening with the yellow hatch that is marked 'Foam'
- click on the Foam Container in your hand
- confirm that you see the refill message in local chat (only for Version 2022.08.01 or newer)
Foam Jug
The Foam Jug holds 10 gallons of foam concentrate.
This is the new and updated version of the Foam Container.
It offers more features and more realism.
A fill meter shows the current fill status of the jug.
It can be used to refill the Foam Cell on the Legacy Series, NextGen Series and the Titanium ARFF Series.
For the NextGen Series and the Titanium ARFF Series the procedure is the same as with the Foam Containers outlined above.
For the Legacy Series you can use the Foam Refill Panel.
Foam Cabinet
The Foam Cabinet holds nine Foam Containers.
To grab one of the Foam Containers make sure you are wearing the HD Gear HUD and then click on the Container.
The use of the Foam Containers is outlined in the section above.
The Foam Cabinet slowly refills itself at a rate of one Foam Container every one minute.
Foam Jug Pallet
The Foam Jug Pallet holds 24 Foam Jugs.
It is modify enabled and can be linked to vehicles or objects with modify permissions.
The Owner of the Pallet can change the settings by clicking on the Pallet below the Jugs.
The Access can be set to Owner, Group or Anyone.
The Restock button will fully restock all 24 Foam Jugs.
The Foam Jug Pallet will also fullly restock if the linked message 'RESTOCK' is received.
The Auto-Restock Feature can be used to restore one Foam Jug at the frequency selected.
Foam Jug Shelf
The Foam Jug Shelf holds 6 Foam Jugs.
The Shelf does not automatically refill on its own and does not generate new Foam Jugs.
You can use the Foam Jug Pallet to grab new Foam Jugs and place them on the Shelf with the Restock Button on the Gear HUD.
Foam Jug Group
The Foam Jug Group is available as object with two, three and four Foam Jugs.
They are modify enabled and can be linked to vehicles or objects with modify permissions.
The Shelf does not automatically refill on its own and does not generate new Foam Jugs.
You can use the Foam Jug Pallet to grab new Foam Jugs and replace missing Jugs in the Group with the Restock Button on the Gear HUD.
The Foam Jug Group will also fullly restock if the linked message 'RESTOCK' is received.

4.5 Powder Buckets

The HD Powder Buckets comes as a set of 3 buckets filled with chemical powder.
They can be placed as needed and are most commonly stored on a shelf in a storage area.
You need to wear the Gear HUD in order to use the Powder Bucket.
Simply touch one of the buckets to grab one of them.
Walk over to the vehicle you want to refill and stand close to the refill position.
In most cases this will be a pipe with a purple cap.
Left click on the pipe to interact with it.
The contents of the bucket will be poured into the tank.
Empty buckets can be discarded by detaching them.
The Powder Buckets Set slowly refills itself at a rate of one bucket every minute.

4.6 SCBA Station

The SCBA Station is used to restock the amount of refills a vehicle will offer for the SCBA.
Please check 'Refill SCBA' for details on the process.
You can refill the SCBA Station by touching the back of the cabinet.

4.7 Extinguisher Station

The Extinguisher Station is used to refill empty fire extinguishers.
To simplify the process this station will refill A,B and C type extinguishers.
To refill an extinguisher make sure that it is the latest version and attached to your avatar.
Next right click on the Extinguisher Station and select 'Refill'.
Your extinguisher will move to the station and slowly refill.
In order to exit the refilling process simply stand up.

4.8 Fire

The HD Fire is used to light things on fire.
It is the main objective of the Fire System and has to be extinguished.

4.8.1 Size & Energy
The size determines how big the fire is.
When the Fire has been reduced to its minimum size then it has been extinguished.
Extinguished Fires will keep spawning smoke (Linger Option) and can reignite (Hotspot Option).
The HD Fans can be used to clear the lingering smoke and prevent reignition.

Large Fires will slow their growth speed but also take more water to shrink.
The maximum obtainable size can be limited with the 'Max Size' button in the Settings Menu.

The energy determines the behavior of the fire.
Hitting the Fire with an accepted extinguishing agent will reduce its energy.

The energy can be between 0 and 200:
below 0: additional bonus loss of size
below 25: fast loss of size
below 50: moderate loss of size
above 100: moderate gain of size
above 150: random chance to spawn child fires
The maximum burn time of the Fire can be limited with the 'Burn Time' button in the Settings Menu.
This can be useful to determine the length of a Fire Incident.
Once the maximum Burn Time has been reached then the Fire will no longer gain Energy and lose Energy at a faster rate.
This will lead to the Fire being extinguished on its own.

4.8.2 Location Setting
The Fire has three Location Settings: Interior, Exterior and Auto-Detect.

Auto-Detect will check for a non-phantom ceiling prim within 10 meters above the fire.
If a ceiling has been found then the Fire will be set to Interior. Otherwise it will be set to Exterior.

Interior Fires:
- will form thicker smoke that stays closer to the fire itself
- will rez child fires within a circle to a random direction
- will have lingering smoke that only slowly dissipates on its own
Exterior Fires:
- will form less thick smoke that rises in a column above the fire
- will rez child fires along a line based on SL wind direction
- will have lingering smoke that dissipates faster on its own

4.8.3 Child Fires & Explode Option
If the Fire has generated enough energy then it will start spawning Child Fires.
Child Fires will have the same settings as the Parent Fire that spawned them.

Interior Fires will spawn child fires within a circle to a random direction.
Exterior Fires will spawn child fires along a line based on SL wind direction.

The number of available child fires to be spawned can be set with the 'Child Fires' button in the Settings Menu.
Child Fires will not spawn additional Child Fires of their own.

The 'Explode' button in the Main Menu will spawn up to five Child Fires instantly.
This will happen even if the Fire has low energy.
But it will not spawn more Child Fires than are available to the Fire.

4.8.4 Extinguishing Agents, Adverse Option & Difficulty
Fires can be set to react to Water, Foam and Powder extinguishing agents.
Foam and Powder Agents have a higher effect on the fire.
It is possible to create your own compatible Extinguishing Agents.

The Adverse Option triggers when a Water extinguishing agent collides with a Fire that is set to not accept Water.
Instead of removing energy from the fire it will fuel the fire and supply it with additional energy.
The Adverse Feature can be enabled or disabled with the 'Adverse' button in the Settings Menu.

The Fire has eleven Difficulty Settings: nine settings for Very Easy up to Extreme plus Random and Custom.
The Difficulty Setting will determine how much energy is lost when the Fire is hit with an accepted extinguishing agent.
The Random option will select one of the settings at random without disclosing which one was picked.
The Custom option allows you to enter a number between 1 and 36. Lower values mean higher difficulty.
A Very Easy Fire corresponds to a custom setting of 24.
An Extrme Fire corresponds to a custom setting of 8.

4.8.5 Lingering Smoke, Fans, Fanning & Hotspots
Extinguished Fires will keep producing lingering smoke that dissipates on its own over time.
The HD Electric Fan and HD Gas Fan can be used to clear the smoke faster.
The Lingering Smoke Option can be enabled or disabled with the 'Linger' button in the Options Menu.

Using an HD Fan on a Fire that is still burning will provide it with Oxygen and additional Energy.
This only applies to Fires that have achieved a certain size and will not affect very small Fires.

Extinguished Fires that produce lingering smoke have a random chance to form a Hotspot.
A Hotspot will reignite the extinguished Fire after a random amount of time has passed.
Reignition can be prevented by using Fans to clear the Lingering Smoke.
The Hotspot Feature can be enabled or disabled with the 'Hotspots' button in the Settings Menu.

4.9 Hose Packs

The Hose Packs can be used to grab an Attack Line, Supply Line or Suction Hose.
They are modify enabled and can be linked to vehicles or objects with modify permissions.
The Access can be set to Owner, Group or Anyone.

The Attack Line comes as set of two hose rolls with a Combination Nozzle and a Smoothbore Nozzle.
Either of the two hose rolls can be hidden or have its color changed via the menu.

The Supply Line comes as set of two hose rolls with a Small Supply Line and a Large Supply Line.
Either of the two hose rolls can be hidden or have its color changed via the menu.

The Suction Hose comes as single segment.
The color can be changed via the menu.

5) Pump Panel

Certain vehicles will offer a pump panel.
It offers a number of intakes and discharges.
In order to use the pump panel:
  • - you have to switch the vehicle into Pump Mode via the main menu
  • - if there is no auxiliary motor then you have to engage the pump gear
  • - make sure that the engine of the vehicle is running
Please be aware that each pump panel has a maximum possible discharge flow.
You can check the height of that limit in the vehicle manual.
The pump will shutdown if the that limit is exceeded.

Mesh Trucks offer a fully interactive pump panel that also displays all of the essential information.
Next to direct interaction in mouse-look they are also compatible with the Modular HUD.

The pump panel of NextGen Trucks will offer a hover text with information on the current state.
You can use the Modular HUD to access the various controls for each connection and master stream.
This text is only visible while the vehicle is in pump mode and contains the following:
  • Pump Status
    The pump status tells you the current state of the pump.
    The following states are possible:
    • "no power"
      The engine of the vehicle is not running or pump gear is not engaged.
    • "operating"
      The pump is running and water is being pumped.
    • "shutdown"
      The pump has shut itself down because an error occurred.
      Usually that means that there was not enough water available.
      Please make sure that the incoming flow of water is high enough and that there is water left in the tank.
      For NextGen Trucks you can click on the pump to charge it again.
      For Mesh Trucks you can click the power button on the pump.
      This will get the pump back into operating mode.
  • Water & Foam
    Water and Foam will show how many gallons of water and foam are left.
    The amount of foam will only be displayed when there is a foam injection system installed.
  • Incoming & Outgoing Flow
    Those two numbers indicate the flow in gallons per second (GPS).
    If you want to change the displayed unit then please see section 'Units'.
  • Foam Injection
    This will indicate if the foam injection system is engaged.
  • Rear Gate
    This indicates if the valve of the drop valve / rear gate is open or closed.
  • Pump Limit
    The pump limit is the upper discharge limit of the pump.
    It is displayed as Current / Maximum. For example '750/1500' means you are pumping at 50% of the pump limit.
    There are a few factors that will influence the pump limit:
    • - all outgoing flow will count against the pump limit
    • - all drafting operations will count against the pump limit
    • - all incoming flow will increase the available pump limit

6) Scripting

You can create your own compatible extinguishing equipment for the HD Fire System.
You can use the Water, Foam and Powder Bullets for your own creations in order to extinguish HD Fires.

If you have further questions about working with the HD Fire System please contact Lares Carter.
I also appreciate it if you let me know about your custom project so I can discover awesome new things. Thank you!

6.1 Bullets

There are three bullet types:
  • - Water Bullet
  • - Foam Bullet
  • - Powder Bullet
Based on the settings of the fire it will only accept specific extinguishing agents.
Foam and Powder Bullets are twice as effective as Water Bullets.
You do not need to use a specific object, the fire has no prim creator check.

Recommended settings for best results:
  • - Prim Type Sphere
  • - Identical X,Y,Z dimensions (this has a lower physics impact)
  • - Default Transparent Texture from your Inventory Library
  • - Buoyancy of 1.00 or lower to take gravity into account
  • - Temporary
  • - Physical

It's best to rez the bullets with a slow timer. Less active bullets mean less calculations for the server.
One bullet every 2.5 seconds should be sufficient to simulate a 350 GPM flow.

You may also use a power modifier to make the bullets more efficient.
You can add "@[float]" to the name of your bullet to modify the strength. The valid range is [0.25 to 10.00].
This is extremely helpful when creating very efficient extinguishing sources, like water drops from helicopters.
Example: "Water Bullet @ 2.00" would make your water bullet twice as effective.
Please use this feature responsibly. Unrealistic values can negatively impact the roleplay.

The bullets are temporary, so they won't survive for more than 60 seconds maximum.
To further reduce the physical calculations impact on regions:
Limit the lifetime of the bullet by setting a start parameter. It defines the lifetime in seconds multiplied by 10.
Example: 65 equals 6.5 seconds.

6.2 Rez a Lit Fire

It is possible to rez a fire with a lit state.

Use the script command llRezAtRoot to rez a copy of the fire by LSL script.

The on_rez event parameter can be used to determine if the fire will be lit.
Use FALSE or 0 to rez an unlit fire.
Use TRUE or 1 to rez a lit fire.

You can rez a default fire from your inventory and access the menu to setup everything the way you need it.
Take it back into inventory and rez that specific copy via LSL script.

6.3 Fire Script API

It is possible to remotely control the HD Fires.
You will need basic scripting knowledge to use this feature.
Due to time limitations I am unable to give tutorials.
However I will answer technical questions. Just send your question via IM to Lares Carter.

To activate this feature open the menu of the fire and select 'Script API'.
Enter the channel the fire should listen to in the text box.
Leave it blank to close a previously opened channel.
Only one channel can be open at a time.
The owner of the sending object has to match the owner of the fire.
Child Fires will copy the channel of the main fire.

Messages have to be formatted like this: COMMAND = VALUE
Changes to the Script API with Update v2022.08.01 are highlighted in green.
    KILL will remove the fire
    RESET will reset all settings to default, but keep the script API active
    LOAD will load the last given settings
    same as SET STATUS BAR
  • SET AGENT = Y / N / T (Water, Foam, Powder)
    Changes the accepted extinguishing agents (Water, Foam, Powder) for the fire.
    Y for Yes (extinguishing agent accepted)
    N for No (extinguishing agent ignored)
    T for Toggle (opposite of current setting)
    The command accepts up to three flags at the same time.
    They are applied to Water, Foam and then Powder in that order.
    "SET AGENT = YNY" Water and Powder, but no Foam.
    "SET AGENT = NNY" Powder only.
    Flags can be omitted to keep the current setting of the fire.
    "SET AGENT = -Y-" Foam set to accepted, keep Water and Powder at what they previously were set to.
    Renames the fire.
    Triggers an event. Currently only EXPLODE is supported.
    If you have ideas for more useful events please consider filing a suggestion. Thank you.
    Sets the damage API
    First parameter is Channel, second parameter is Command
    "SET DAMAGE API = OFF" disabled the damage API.
    "SET DAMAGE API = 25@FIRE-DAMAGE" sets channel to 25 and command to FIRE-DAMAGE.
  • SET CHILD FIRES = REZ / [0 .. 10]
  • SET DIFFICULTY = RANDOM / [1 .. 9] (1 Easy, 9 Hard)
  • SET SIZE = [0.10 .. 2.00]
  • SET MAX SIZE = [0.10 .. 2.00]
  • SET ENERGY = [0 .. 200]
  • SET BURN TIME = INFINITE / [1 .. 90] (in minutes)
  • SET SCRIPT API = [INTEGER] / OFF (any whole number, can't be 1)
  • SET SCORE API = [INTEGER] / OFF (any whole number)
    Removes the fire.
    Will rez a child fire.
    Setting for child fires can not be 0.
    The last rez has to be at least 30 seconds ago.
  • "SET SIZE = 1.25"
    Sets the size of the fire to 1.25.
The fire has to resolve the owner of the sending object before it can process the command.
If your sending object is removed from the world (for example llDie) right after sending the command,
then Second Life will fail to resolve the owner of the object and the command will not be recognized.
If removing the sending object is required for your project then please consider making it invisible and
adding a short delay before it gets deleted in order to resolve any possible problems.

6.4 Fire Detection

To detect a lit fire please scan for objects with the name 'SMOKE'.
The HD Fire will rename itself to SMOKE every time it is lit.
The setting for smoke and linger being visible or invisible has no influence on this.
The name is also set to SMOKE while linger particles are present after the fire has been extinguished.
While passive and not burning it will rename itself to 'HD Fire (Version)'.

6.5 Fire Damage API

The Damage API requires a channel and command.
When an avatar collides with the fire while it is burning then the command will be sent to the avatar on the channel via llRegionSayTo()
This can be used to create Health HUDs that trigger avatar damage when walking into flames.

The command supports the following placeholders:
[AVATAR] - UUID of avatar that collided with the fire
[OBJECT] - UUID of the fire object
[OWNER] - UUID of the owner of the fire
[AVATAR-NAME] - name of the avatar that collided with the fire
[OBJECT-NAME] - name of the fire object
[OWNER-NAME] - name of the owner of the fire

Example: "FIRE-DAMAGE@[AVATAR]" will send the message as "FIRE-DAMAGE@6727ab79-7a3e-4473-9e3b-af762883eaa9" for Lares Carter

6.6 Fire Score API

The Score API requires a channel.
When an accepted bullet collides with the fire or when the fire is extinguished then a command will be broadcast on the channel via llRegionSay()
This can be used to create Score HUDs that award points and rewards for fighting and extinguishing fires.

Accepted Bullet Collision
[AVATAR] will be replaced with the UUID of the owner of the bullet.

Fire Extinguished
[AVATAR] will be replaced with the UUID of the owner of the last detected bullet.

Example: "FIRE-HIT@6727ab79-7a3e-4473-9e3b-af762883eaa9" will be sent when Lares Carter hit the fire with an accepted bullet type.

7) Feedback

Please report all bugs, issues and feature suggestions via:
Thank you for your support.