Is your feature request related to a problem? Please describe.
Fire is client-side right now and has to be manually synced by your scripts if you want it to be somewhat similar for other players including manual streaming (due to the 60 fires limit). It is however not even possible to get a hold of fire that wasn't created by your script (like fire spreading or fires caused by explosions).
Describe the solution you'd like
For a start a fire should be represented as an element, just like vehicles, peds, markers, projectiles, etc. This would make it much easier to get a hold of all active fires and already allow more control over them.
Then, it should be possible to control how a fire spreads (even completely disabling it) and for how long it actually lasts (not just only depending on its size).
At last it should also be possible to create fires server-side (should this also include fires created by explosion however? - discussion point) and have them properly synced among players. Just like other elements they'd be streamed (allowing for more active fires, although we could look into raising this hardcoded limit) and the fire spread will be handled by the player that is considered to be the syncer.
Describe alternatives you've considered
Scripting most of the above, which, let us be real, is not a complete solution.
Is your feature request related to a problem? Please describe.
Fire is client-side right now and has to be manually synced by your scripts if you want it to be somewhat similar for other players including manual streaming (due to the 60 fires limit). It is however not even possible to get a hold of fire that wasn't created by your script (like fire spreading or fires caused by explosions).
Describe the solution you'd like
For a start a fire should be represented as an element, just like vehicles, peds, markers, projectiles, etc. This would make it much easier to get a hold of all active fires and already allow more control over them.
Then, it should be possible to control how a fire spreads (even completely disabling it) and for how long it actually lasts (not just only depending on its size).
At last it should also be possible to create fires server-side (should this also include fires created by explosion however? - discussion point) and have them properly synced among players. Just like other elements they'd be streamed (allowing for more active fires, although we could look into raising this hardcoded limit) and the fire spread will be handled by the player that is considered to be the syncer.
Describe alternatives you've considered
Scripting most of the above, which, let us be real, is not a complete solution.