director
Three complete selectable sorties: Fleet Patrol, Iron Horizon carrier defense, and Coastal Spear ground strike. Owns mission progression, island generation and matching terrain collision, ground target roles, bomber routing and anti-ship releases, SAMs and incoming guided missile…
Skyward sortie director
Three complete selectable sorties: Fleet Patrol, Iron Horizon carrier defense, and Coastal Spear ground strike. Owns mission progression, island generation and matching terrain collision, ground target roles, bomber routing and anti-ship releases, SAMs and incoming guided missiles, countermeasure decoys, Viper 2 support, assisted carrier recovery, wreckage, radio text and per-player mission records. Combat owns target health, cannon projectiles and player guided weapons. Runtime system order 25 follows combat and precedes presentation/HUD. Reset frees every owned transient entity and GPU mesh. Mission grades persist through runtime_data.player; automated fixtures set testMode to leave player records untouched.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2add(a: ?, b: ?, k: ?) → void
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sub(a: ?, b: ?) → void
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dot(a: ?, b: ?) → void
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len(a: ?) → void
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unit(a: ?) → void
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kill(e: ?) → void
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mat(name: ?, color: ?) → void
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part(name: ?, model: ?, p: ?, scale: ?, material: ?, parent: ?) → void
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root(name: ?, p: ?) → void
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definition(id: ?) → void
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| id | ? |
record(id: ?) → void
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| id | ? |
select(id: ?) → void
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| id | ? |
radio(speaker: ?, text: ?, force: ?) → void
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noise(x: ?, z: ?) → void
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hash(a: ?, b: ?) → void
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height(x: ?, z: ?) → void
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heightAt(x: ?, z: ?) → void
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clear( ) → void
air(opts: ?) → void
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ground(name: ?, role: ?, x: ?, z: ?) → void
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| name | ? | |
| role | ? | |
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| z | ? |
buildIsland( ) → void
liveRole(role: ?) → void
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setStage(stage: ?, message: ?) → void
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reset( ) → void
boot( ) → void
makeWing( ) → void
commandWingman( ) → void
flares( ) → void
launchThreat(origin: ?, source: ?, destination: ?) → void
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updateThreats(dt: ?) → void
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spawnPatrol(count: ?, keepTarget: ?) → void
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| keepTarget | ? |
strikePackage(wave: ?) → void
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| wave | ? |
blockedByTerrain(a: ?, b: ?) → void
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updateRoles(dt: ?) → void
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updateWing(dt: ?) → void
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recoveryInfo( ) → void
recover( ) → void
finishRecord( ) → void
update(dt: ?) → void
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| dt | ? |
stop( ) → void
inspect( ) → void
Mission director for naval flight combat: patrol, carrier defense, island strike, SAMs, wingman, recovery and persisted grades.Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Showing up to 3 levels deep. Open a part to see what it holds further down.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.