There was an issue with people not having the fire hose in Zor's firefighting mod. I never had an issue with this but seeing how everyone has been asking me about it when i host, here is the deal. In the "Item_FireFight.cs" file the was one mistake that add-ons/ was missing from /shapes/pistol.dts. Instead of trying to explain the two locations where the lines are here is the completed script for Item_FireFight.cs. To replace your current script go to "Start" then search for "Item_FireFight.cs". When its found open "Item_FireFight.cs" in notepad. When opened in notepad erase all of the lettering and copy/paste this following text in and save.
//arrow trail
datablock ParticleData(firewandTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMSÂ = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(firewandTrailEmitter)
{
  ejectionPeriodMS = 2;
  periodVarianceMS = 0;
  ejectionVelocity = 0; //0.25;
  velocityVariance = 0; //0.10;
  ejectionOffset = 0;
  thetaMin     = 0.0;
  thetaMax     = 90.0;Â
  particles = firewandTrailParticle;
};
//effects
datablock ParticleData(firewandExplosionParticle)
{
dragCoefficient   = 5;
gravityCoefficient  = 0.1;
inheritedVelFactor  = 0.2;
constantAcceleration = 0.0;
lifetimeMSÂ Â Â Â Â Â = 500;
lifetimeVarianceMSÂ Â = 300;
textureName     = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]Â Â Â = "0.9 0.9 0.6 0.9";
colors[1]Â Â Â = "0.9 0.5 0.6 0.0";
sizes[0]Â Â Â = 0.25;
sizes[1]Â Â Â = 0.0;
};
datablock ParticleEmitterData(firewandExplosionEmitter)
{
  ejectionPeriodMS = 7;
  periodVarianceMS = 0;
  ejectionVelocity = 5;
  velocityVariance = 1.0;
  ejectionOffset  = 0.0;
  thetaMin     = 0;
  thetaMax     = 90;
  phiReferenceVel = 0;
  phiVariance   = 360;
  overrideAdvance = false;
  particles = "firewandExplosionParticle";
};
datablock ExplosionData(firewandExplosion)
{
  //explosionShape = "";
  lifeTimeMS = 150;
  particleEmitter = firewandExplosionEmitter;
  particleDensity = 10;
  particleRadius = 0.2;
  faceViewer   = true;
  explosionScale = "1 1 1";
  shakeCamera = false;
  camShakeFreq = "10.0 11.0 10.0";
  camShakeAmp = "1.0 1.0 1.0";
  camShakeDuration = 0.5;
  camShakeRadius = 10.0;
  // Dynamic light
  lightStartRadius = 0;
  lightEndRadius = 2;
  lightStartColor = "0.3 0.6 0.7";
  lightEndColor = "0 0 0";
};
//projectile
datablock ProjectileData(firewandProjectile)
{
  //projectileShapeName = "./shapes/arrow.dts";
  directDamage    = 0;
  directDamageType  = $DamageType::ArrowDirect;
  radiusDamage    = 0;
  damageRadius    = 0;
  radiusDamageType  = $DamageType::ArrowDirect;
  explosion      = firewandExplosion;
  //particleEmitter   = firewandTrailEmitter;
  muzzleVelocity   = 50;
  velInheritFactor  = 1;
  armingDelay     = 0;
  lifetime      = 150;
  fadeDelay      = 70;
  bounceElasticity  = 0;
  bounceFriction   = 0;
  isBallistic     = false;
  gravityMod = 0.0;
  hasLight  = false;
  lightRadius = 3.0;
  lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(firewandItem)
{
category = "Weapon";Â // Mission editor category
className = "Weapon"; // For inventory system
 // Basic Item Properties
shapeFile = "base/data/shapes/wand.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Fire Wand";
iconName = "./ItemIcons/wand";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
 // Dynamic properties defined by the scripts
image = firewandImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firewandImage)
{
  // Basic Item properties
  shapeFile = "base/data/shapes/wand.dts";
  emap = true;
  // Specify mount point & offset for 3rd person, and eye offset
  // for first person rendering.
  mountPoint = 0;
  offset = "0 0 0";
  eyeOffset = 0; //"0.7 1.2 -0.5";
  rotation = eulerToMatrix( "0 0 10" );
  // When firing from a point offset from the eye, muzzle correction
  // will adjust the muzzle vector to point to the eye LOS point.
  // Since this weapon doesn't actually fire from the muzzle point,
  // we need to turn this off.Â
  correctMuzzleVector = true;
  // Add the WeaponImage namespace as a parent, WeaponImage namespace
  // provides some hooks into the inventory system.
  className = "WeaponImage";
  // Projectile && Ammo.
  item = firewandItem;
  ammo = " ";
  projectile = firewandProjectile;
  projectileType = Projectile;
  //melee particles shoot from eye node for consistancy
  melee = false;
  //raise your arm up or not
  armReady = true;
  doColorShift = true;
  colorShiftColor = firewandItem.colorShiftColor;//"0.400 0.196 0 1.000";
  //casing = " ";
  // Images have a state system which controls how the animations
  // are run, which sounds are played, script callbacks, etc. This
  // state system is downloaded to the client so that clients can
  // predict state changes and animate accordingly. The following
  // system supports basic ready->fire->reload transitions as
  // well as a no-ammo->dryfire idle state.
  // Initial start up state
stateName[0]Â Â Â Â Â Â Â Â Â Â Â = "Activate";
stateTimeoutValue[0]Â Â Â Â Â Â Â = 0.5;
stateTransitionOnTimeout[0]Â Â Â Â = "Ready";
stateSound[0]Â Â Â = weaponSwitchSound;
stateName[1]Â Â Â Â Â Â Â Â Â Â Â = "Ready";
stateTransitionOnTriggerDown[1]Â = "Fire";
stateAllowImageChange[1]Â Â Â Â Â = true;
stateName[2]Â Â Â Â Â Â Â Â Â Â = "Fire";
stateTransitionOnTimeout[2]Â Â Â = "Reload";
stateTimeoutValue[2]Â Â Â Â Â Â = 0.05;
stateFire[2]Â Â Â Â Â Â Â Â Â Â = true;
stateAllowImageChange[2]Â Â Â Â = false;
stateSequence[2]Â Â Â Â Â Â Â Â = "Fire";
stateScript[2]Â Â Â Â Â Â Â Â Â = "onFire";
stateWaitForTimeout[2]Â Â = true;
stateSound[2]Â Â Â = bowFireSound;
stateName[3]Â Â = "Reload";
stateSequence[3]Â Â Â Â Â Â Â Â = "Reload";
stateAllowImageChange[3]Â Â Â Â = false;
stateTimeoutValue[3]Â Â Â Â Â Â = 0.5;
stateWaitForTimeout[3]Â = true;
stateTransitionOnTimeout[3]Â Â Â = "Check";
stateName[4]Â Â = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5]Â Â Â Â Â Â Â Â Â Â = "StopFire";
stateTransitionOnTimeout[5]Â Â Â = "Ready";
stateTimeoutValue[5]Â Â Â Â Â Â = 0.2;
stateAllowImageChange[5]Â Â Â Â = false;
stateWaitForTimeout[5]Â = true;
//stateSequence[5]Â Â Â Â Â Â Â Â = "Reload";
stateScript[5]Â Â Â Â Â Â Â Â Â = "onStopFire";
};
datablock ParticleData(firehoseParticle)
{
dragCoefficient   = 0;
gravityCoefficient  = 0.8;
inheritedVelFactor  = 1.0;
constantAcceleration = 0.0;
lifetimeMSÂ Â Â Â Â Â = 2500;
lifetimeVarianceMSÂ Â = 20;
textureName     = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]Â Â Â = "0.000000 0.000000 1.000000 0.800000";
colors[1]Â Â Â = "0.000000 0.496063 1.000000 0.600000";
sizes[0]Â Â Â = 1;
sizes[1]Â Â Â = 1;
  times[0] = 2;
  times[1] = 2;
useInvAlpha = false;
};
datablock ParticleEmitterData(firehoseEmitter)
{
  ejectionPeriodMS = 3;
  periodVarianceMS = 0;
  ejectionVelocity = 20;
  velocityVariance = 0.0;
  ejectionOffset  = 0.0;
  thetaMin     = 0;
  thetaMax     = 5;
  phiReferenceVel = 0;
  phiVariance   = 360;
  overrideAdvance = false;
  orientOnVelocity = true;
  particles = "firehoseParticle";
};
datablock ParticleData(firehoseExplosionParticle)
{
dragCoefficient   = 2;
gravityCoefficient  = 0.1;
windCoefficient  = 1;
inheritedVelFactor  = 0.0;
constantAcceleration = 0.0;
lifetimeMSÂ Â Â Â Â Â = 600;
lifetimeVarianceMSÂ Â = 200;
textureName     = "base/data/particles/cloud";
spinSpeed = 100.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]Â Â Â = "0.000000 0 1.000000 0.8";
colors[1]Â Â Â = "0.000000 0.496063 1.000000 0.600000";
sizes[0]Â Â Â = 1;
sizes[1]Â Â Â = 1.4;
times[0]Â Â = 2;
times[1]Â Â = 2;
useInvAlpha = false;
};
datablock ParticleEmitterData(firehoseExplosionEmitter)
{
  ejectionPeriodMS = 40;
  periodVarianceMS = 0;
  ejectionVelocity = 3.5;
  velocityVariance = 0.0;
  ejectionOffset  = 0.0;
  thetaMin     = 35;
  thetaMax     = 85;
  phiReferenceVel = 0;
  phiVariance   = 360;
  orientOnVelocity = true;
  particles = "firehoseExplosionParticle";
};
datablock ExplosionData(firehoseExplosion)
{
  lifeTimeMS = 128;
  particleEmitter = firehoseExplosionEmitter;
  particleDensity = 10;
  particleRadius = 1;
  explosionScale = "1 1 1";
};
datablock ProjectileData(firehoseProjectile)
{
  directDamage    = 0;
  directDamageType = $DamageType::sword;
  explosion      = firehoseExplosion;
  muzzleVelocity   = 60;
  velInheritFactor  = 1;
  armingDelay     = 0;
  lifetime      = 2000;
  fadeDelay      = 0;
  bounceElasticity  = 0;
  bounceFriction   = 0;
  isBallistic     = false;
  gravityMod = 0.8;
};
//////////
// item //
//////////
datablock ItemData(firehoseItem)
{
category = "Weapon";Â // Mission editor category
className = "Weapon"; // For inventory system
 // Basic Item Properties
shapeFile = "add-ons/shapes/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Fire Hose";
iconName = "./ItemIcons/gun";
doColorShift = true;
colorShiftColor = "0.0 0.500 0.100 1.000";
 // Dynamic properties defined by the scripts
image = firehoseImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firehoseImage)
{
  // Basic Item properties
  shapeFile = "add-ons/shapes/pistol.dts";
  emap = true;
  mountPoint = 0;
  offset = "0 0 0";
  eyeOffset = 0;
  rotation = "1 0 0 0";
  correctMuzzleVector = true;
  className = "WeaponImage";
  // Projectile && Ammo.
  item = firehoseItem;
  ammo = " ";
  projectile = firehoseProjectile;
  projectileType = Projectile;
  //melee particles shoot from eye node for consistancy
  melee = false;
  //raise your arm up or not
  armReady = true;
  doRetraction = false;
  doColorShift = true;
  colorShiftColor = firehoseItem.colorShiftColor;//"0.400 0.196 0 1.000";
  //casing = " ";
  // Images have a state system which controls how the animations
  // are run, which sounds are played, script callbacks, etc. This
  // state system is downloaded to the client so that clients can
  // predict state changes and animate accordingly. The following
  // system supports basic ready->fire->reload transitions as
  // well as a no-ammo->dryfire idle state.
  // Initial start up state
stateName[0]Â Â Â Â Â Â Â Â Â Â Â = "Activate";
stateTransitionOnTriggerDown[0]Â = "Fire";
stateAllowImageChange[0]Â Â = true;
stateSound[0]Â Â Â = sprayActivateSound;
stateTransitionOnTimeout[0]Â Â = "Ready";
stateTimeoutValue[0]Â Â Â = 0.01;
stateName[1]Â Â Â Â Â Â Â Â Â Â Â = "Ready";
stateTransitionOnTriggerDown[1]Â = "Fire";
stateTimeoutValue[1]Â Â Â = 0.04;
stateTransitionOnTimeout[1]Â Â = "Ready";
stateWaitForTimeout[1]Â Â Â = true;
stateAllowImageChange[1]Â Â = true;
stateEmitterTime[1]Â Â Â = 0.07;
stateName[2]Â Â Â Â Â Â Â Â Â Â Â = "Fire";
stateTransitionOnTriggerUp[2]Â Â = "StopFire";
stateTransitionOnTimeout[2]Â Â = "Fire";
stateTimeoutValue[2]Â Â Â = 0.04;
stateWaitForTimeout[2]Â Â Â = true;
stateFire[2]Â Â Â = true;
stateAllowImageChange[2]Â Â = true;
stateSound[2]Â Â Â = sprayFireSound;
stateScript[2]Â Â Â = "onFire";
stateEmitter[2]Â Â Â = firehoseEmitter;
stateEmitterTime[2]Â Â Â = 0.07;
stateSequence[2]Â Â Â = "fire";
stateName[3]Â Â Â Â = "StopFire";
stateTransitionOnTimeout[3]Â Â = "Ready";
stateWaitForTimeout[3]Â Â Â = true;
stateAllowImageChange[3]Â Â = true;
stateSequence[3]Â Â Â = "stopfire";
};