bsc_life
<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->
bsc_life
<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->TODO: describe this module.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2strict
say(key: string) → void
| arg | type | description |
|---|---|---|
| key | string |
segHitsRect(ax: number, az: number, bx: number, bz: number, r: { number }) → boolean
Segment vs axis-aligned rectangle, in plan. Slab test on the parametric segment; true when any part of the segment is inside the box.
| arg | type | description |
|---|---|---|
| ax | number | |
| az | number | |
| bx | number | |
| bz | number | |
| r | { number } |
inRect(x: number, z: number, r: { number }) → boolean
| arg | type | description |
|---|---|---|
| x | number | |
| z | number | |
| r | { number } |
blockedByBlock(ax: number, az: number, bx: number, bz: number) → boolean
A mass you are standing in front of (or inside) does not blind you: skip any rectangle that contains an endpoint, or a witness on their own doorstep would never see the lane.
| arg | type | description |
|---|---|---|
| ax | number | |
| az | number | |
| bx | number | |
| bz | number |
losClear(ax: number, az: number, bx: number, bz: number, exclude: { string }?) → boolean
Full line-of-sight test between two world points at eye height. Blocked when either the authored block plan or the live physics world says so.
| arg | type | description |
|---|---|---|
| ax | number | |
| az | number | |
| bx | number | |
| bz | number | |
| exclude | { string }? |
pivot(parent: any, name: string, px: number, py: number, pz: number) → any
setParent preserves the child's WORLD transform, so a joint under a scaled or rotated parent lands with a compensating local scale and rotation. Every node this slice makes states all three components after parenting.
| arg | type | description |
|---|---|---|
| parent | any | |
| name | string | |
| px | number | |
| py | number | |
| pz | number |
buildBody(parent: any, name: string, spec: { [string]: any }) → Rig
spec: { top, legs, hair, skin, shoe, height, hairLong }
| arg | type | description |
|---|---|---|
| parent | any | |
| name | string | |
| spec | { [string]: any } |
arm(side: number, tag: string) → void
| arg | type | description |
|---|---|---|
| side | number | |
| tag | string |
leg(side: number, tag: string) → void
| arg | type | description |
|---|---|---|
| side | number | |
| tag | string |
addBroom(rig: Rig, name: string) → void
HAND PROPS
| arg | type | description |
|---|---|---|
| rig | Rig | |
| name | string |
addRake(rig: Rig, name: string) → void
| arg | type | description |
|---|---|---|
| rig | Rig | |
| name | string |
addCigarette(rig: Rig, name: string) → void
| arg | type | description |
|---|---|---|
| rig | Rig | |
| name | string |
addSatchel(rig: Rig, name: string, mat: string) → void
| arg | type | description |
|---|---|---|
| rig | Rig | |
| name | string | |
| mat | string |
addBriefcase(rig: Rig, name: string) → void
| arg | type | description |
|---|---|---|
| rig | Rig | |
| name | string |
addRide(parent: any, name: string, frameMat: string, scooter: boolean) → void
A bicycle / scooter, parented under the rider's root so it moves with them.
| arg | type | description |
|---|---|---|
| parent | any | |
| name | string | |
| frameMat | string | |
| scooter | boolean |
wheel(tag: string, z: number) → void
A wheel is two nodes: the outer one lies the disc on its axle and never moves; the inner one spins about that axle. Spinning the outer node would tip the wheel out of its own plane instead of turning it.
| arg | type | description |
|---|---|---|
| tag | string | |
| z | number |
pedSpec(who: string) → void
| arg | type | description |
|---|---|---|
| who | string |
spawnPed(parent: any, who: string) → Ped
| arg | type | description |
|---|---|---|
| parent | any | |
| who | string |
setE(node: any, p: number, y: number, r: number) → void
POSING
| arg | type | description |
|---|---|---|
| node | any | |
| p | number | |
| y | number | |
| r | number |
poseWalk(ped: Ped, stride: number, dt: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| stride | number | |
| dt | number |
poseIdle(ped: Ped, dt: number, hunch: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number | |
| hunch | number |
poseSweep(ped: Ped, dt: number, hunch: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number | |
| hunch | number |
poseSmoke(ped: Ped, dt: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number |
poseSleep(ped: Ped, dt: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number |
poseRide(ped: Ped, dt: number, moving: boolean) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number | |
| moving | boolean |
poseStartle(ped: Ped, t: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| t | number |
resolvePlayer( ) → any
playerPos( ) → void
Where the wanted system looks: the car when the player is in one, the body otherwise, so ditching the car really does move the target.
pushHeat( ) → void
addHeat(amount: number) → void
| arg | type | description |
|---|---|---|
| amount | number |
clearHeat( ) → void
buildFallbackPatrol(x: number, z: number, yaw: number) → any
| arg | type | description |
|---|---|---|
| x | number | |
| z | number | |
| yaw | number |
spawnPatrol(x: number, z: number, yaw: number) → any
| arg | type | description |
|---|---|---|
| x | number | |
| z | number | |
| yaw | number |
armSiren(p: any) → void
| arg | type | description |
|---|---|---|
| p | any |
build( ) → void
witnessNear(x: number, z: number) → string
Which witness, if any, has eyes on this point right now.
| arg | type | description |
|---|---|---|
| x | number | |
| z | number |
advancePath(ped: Ped, dt: number) → void
PED UPDATE
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number |
moveAwayFrom(ped: Ped, ax: number, az: number, dt: number, speed: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| ax | number | |
| az | number | |
| dt | number | |
| speed | number |
faceToward(ped: Ped, ax: number, az: number, dt: number, rate: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| ax | number | |
| az | number | |
| dt | number | |
| rate | number |
updatePed(ped: Ped, dt: number, px: number, pz: number) → void
| arg | type | description |
|---|---|---|
| ped | Ped | |
| dt | number | |
| px | number | |
| pz | number |
patrolDrive(p: any, dt: number, tx: number, tz: number, index: number) → void
| arg | type | description |
|---|---|---|
| p | any | |
| dt | number | |
| tx | number | |
| tz | number | |
| index | number |
despawnPatrol(p: any) → void
| arg | type | description |
|---|---|---|
| p | any |
updatePatrols(dt: number, px: number, pz: number) → void
| arg | type | description |
|---|---|---|
| dt | number | |
| px | number | |
| pz | number |
update(dt: number) → void
UPDATE
| arg | type | description |
|---|---|---|
| dt | number |
report( ) → void
READ-BACK — what another slice or a test asks this one
teardown( ) → void
The event bus and the anchor's children outlive a hot reload of this file, so the previous instance of the slice is torn down before the new one registers. Without it every reload leaves another live listener and every theft counts once per reload.
Rig = {Ped = {Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
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.