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

Jobs

The Pickup is an eight-stage apartment mission following the observed Extended Look route: covered entrance, lobby guide, lift and escorted corridor, knock and entry, Raymond's speakerphone exchange, bag pickup and task-force breach, combat retreat via the lift, then escape throu…

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

Gameplay missions

The Pickup is an eight-stage apartment mission following the observed Extended Look route: covered entrance, lobby guide, lift and escorted corridor, knock and entry, Raymond's speakerphone exchange, bag pickup and task-force breach, combat retreat via the lift, then escape through an occupied apartment. Resident assistance precedes the return lift. Completion awards $3200 at the apartment exit; the previous invented safehouse delivery is removed. Jason visibly carries the red duffel and the partner supplies covering fire. Killing all officers is not required.

Walking dialogue preserves control. Closed doors block collision until opened. Completion, cancellation and death clear temporary cast, props, carry state and locks. A repeatable ten-gate street circuit retains its 150-second timer; the existing liquor score remains unchanged by this apartment correction.

start/stop own temporary actors; update/interact accept the owner Driver. target, stats, enemies, raycast, message, policeWitness and partnerCover expose navigation, HUD and combat integration. Static geometry is city.StashHouse; layouts are PickupShots. See design/apartment-shot-audit.md for verification and remaining fidelity limits.

Interface

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

conforms to

zero/source-extract/v2

Gameplay adaptations of the Extended Look's robbery/chase, stash-house raid and street circuit. Mission names/dialogue here are demake UI, not claims about Rockstar's mission script.

Model

retireMissionRoots( ) → void

OwnerOnly mission casts can outlive a reloaded module's local references. Retire the whole old subtree before creating a replacement, including props.

openDoor(which: ?, value: ?) → void

argtypedescription
which?
value?

carryBag( ) → void

clearResidents( ) → void

distance(d: ?, p: ?) → void

argtypedescription
d?
p?

say(t: ?) → void

argtypedescription
t?

destination(p: ?) → void

argtypedescription
p?

clearEnemies( ) → void

finish(d: ?, reward: ?, title: ?) → void

argtypedescription
d?
reward?
title?

heistComplete(_d: ?) → void

argtypedescription
_d?

cancel( ) → void

stop( ) → void

setup( ) → void

leaf(name: ?, pos: ?, scale: ?) → void

argtypedescription
name?
pos?
scale?

start( ) → void

populateApartment( ) → void

prop(name: ?, mesh: ?, mat: ?, baseY: ?, pos: ?, scale: ?) → void

argtypedescription
name?
mesh?
mat?
baseY?
pos?
scale?

arrive(d: ?, x: ?, z: ?, heading: ?) → void

argtypedescription
d?
x?
z?
heading?

raid(d: ?) → void

argtypedescription
d?

policeWitness(d: ?) → void

argtypedescription
d?

partnerCover(e: ?, dt: ?, d: ?) → void

argtypedescription
e?
dt?
d?

interact(d: ?) → void

argtypedescription
d?

target(d: ?) → void

argtypedescription
d?

raycast(x: ?, z: ?, fx: ?, fz: ?, range: ?, damage: ?) → void

argtypedescription
x?
z?
fx?
fz?
range?
damage?

update(dt: ?, d: ?) → void

argtypedescription
dt?
d?

message( ) → void

stats( ) → void

enemies( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

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52+items
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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module · born here
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# Visuals Temporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
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material · born here
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# palm bark Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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module · born here
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# GTA VI demake shared rules Canonical map coordinates, road ring, building footprints, mission reward and art direction. `player()` re-resolves this client's PlayerPrototype avatar; `driver()` returns its game.play.Driver behavior. City, player mechanics and presentation consume the same constants so collision, mission markers and minimap agree.
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material · born here
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# iron trim Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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material · born here
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material · born here
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# neon blue Rough diffuse PS1-style surface using a nearest-filtered 64px grunge texture. Authored by City.sceneModule for the Vice City coastal mission environment. The producer in the parent init.luau owns its values; edit that source to regenerate. Palette follows the game's coral, teal and violet dusk reference.
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component · born here
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# Visual Attaches the generated character and vehicle bundles; controls rigged idle, walking, combat and reaction animation. Raymond reuses the installed Chains character from the reveal. Conversation's talk action blends a Point gesture at 22% over idle to avoid overstretching the retargeted hands. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
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module · born here
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# Apartment conversations The installed cutscene runtime plays explicit PickupShots layouts with separate ConversationLines subtitle timing. Blocking scenes stage Jason, Lucia and specified NPCs; walking directions, resident assistance and the occupied apartment retain movement and the gameplay camera. Camera cuts follow observed visual beats, independently of speaker changes. Phone, knock, crouch, pickup and victim reactions use skeletal clips. The phone follows Raymond's hand; the ascending lift gets temporary closed doors. play(key, driver, cast, onComplete, options), update(dt), state(), active(), blocking(), skip() and stop() integrate with Jobs, Driver and Presentation. Only completion and skip advance the mission. Cancellation restores cast and input without advancing. Playable dialogue completion preserves movement input. Subtitles use the crunchy presentation raster; dialogue is not voiced or lip-synced.
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module · born here
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# Shared gameplay collision Foot sweeps use 0.3 m substeps against city footprints, store walls, stash-house cover, poles and world bounds. Vehicle movement tests an oriented rectangular footprint with four separating axes and subdivides translation/rotation. Exact ray/slab intersections stop bullets and police vision at thin walls; low tables still block feet but allow standing shots above their height. Exports blocked, sweep, vehicleBlocked, vehicleMove, blocksSight, rayDistance, clear, walkClear and trace. walkClear checks an inflated foot corridor against low cover as well as walls; companion following uses it to decide when to follow the player's recorded path. Coordinate plane is world X/Z; vehicle dimensions are half-width/half-length. clear tests standing sight height 1.3 m. Dynamic vehicle-to-vehicle separation is handled in Driver.
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scenemodule · born here
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# Vice City coastal slice A static Art Deco Vice City district for the GTA VI PS1 demake, consuming game.shared building footprints. Instantiate this sceneModule directly inside main.scene content() so its complete geometry is baked into scene.json. A SceneModule component placement in the current engine may mark rebuilt children temporary; root uses direct instantiation to preserve the scene. The rectangular avenue ring has 14m streets at x=0 and -54 and z=±78. The west store door at x17.2 is open across z[-1.6,1.6], with a counter at x24 and clear shared interaction position x21. Motel marker(-31,82) sits outside front z86.5. A highway sign points toward Port Gellhorn; this compact map remains Vice City. Geometry is emitted as exterior-only material batches. Each axis-aligned box face is clipped against all other solids, removing buried wall faces beneath windows/signs and pavement beneath road paint. The foundation belongs to this union; the root ground entity keeps its BoxCollider but must have no Model. Palm crowns use separated radial leaflets. All textures are deterministic nearest-filtered 64px grunge textures. No camera, lighting, gameplay state or input is owned here. Root owns scene save/reload, gameplay verification and publishing. Evidence captures live under game/city/evidence. 55 generated mesh/material/texture assets have descriptive READMEs.
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backing path · game/play/Jobs.module

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