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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Evidence

Spawns the unrecognized white panel van at the motel forecourt (-34,82), checks interaction distance, and applies/removes the burned-coupe visual. Driver owns vehicle control, detection, mission transitions and police state. Every spawned prop is temporary and scoped to its ownin…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Getaway evidence props

Spawns the unrecognized white panel van at the motel forecourt (-34,82), checks interaction distance, and applies/removes the burned-coupe visual. Driver owns vehicle control, detection, mission transitions and police state. Every spawned prop is temporary and scoped to its owning player; callers pass their car into burn/stop so one player's retry cannot clear another player's effects.

The vehicle change and burning-car sequence adapt GTA VI Extended Look 16:08–16:43; see design/extended-look.md. The Van bundle is generated original PS1 demake artwork. Flame/smoke reuse the engine's measured combat explosion effect with reduced debris and lighting.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2
Asset

spawn(parent: ?) → void

argtypedescription
parent?

canEnter(x: ?, z: ?) → void

argtypedescription
x?
z?

burn(car: ?) → void

argtypedescription
car?

stop(car: ?) → void

argtypedescription
car?

Sub-parts

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18+items
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effect · born here
❒asset
# Sustained vehicle fire Small orange flame particles rise from a burned getaway car with a separate drifting gray smoke column. Reuses the builtin effect emitter backend. Scale (0.25–3, default 1) controls flame spread and size. Duration (2–180 seconds, default 60) controls the burn. The Evidence module attaches the effect on the abandoned car and stops it during a mission reset. Budget: 56 flame slots and 48 smoke slots, two emitters. GPU time and memory have not been independently measured; declaration defaults are not measurements. Visually verified running on the car in play, including smoke several seconds after ignition. No custom renderer or full-screen flash.
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bundle · born here
❒asset
# Unidentified getaway van A generated original PS1-style white panel van, used to replace the red coupe recognized by police. Mesh normalized to 4.72 m length and 2.26 m height, wheel contact +0.01 m. Front points local +Z; the bundle root remains identity so Asset instantiation preserves normalization. Added simple glass, bumper and headlamps for readable silhouette under 320x240 quantization. The vehicle-change beat is inspired by GTA VI Extended Look 16:08–16:43; this is a fan adaptation. Generated via mesh_gen, job gen_bef9_17, followed by measured geometry normalization and in-world inspection.
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material · born here
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material · born here
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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awaiting first pass
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+ quality × 0.35
+ performance × 0.25
± compat factor

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