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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

destruction

A 6.2-second local loss cinematic, called by shared.finish only when the aircraft hull reaches zero. Cockpit impact flash and sparks lead into a trailing exterior camera and five independently tumbling pieces partitioned from the actual fighter mesh. Fire and smoke follow the fus…

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

Aircraft destruction

A 6.2-second local loss cinematic, called by shared.finish only when the aircraft hull reaches zero. Cockpit impact flash and sparks lead into a trailing exterior camera and five independently tumbling pieces partitioned from the actual fighter mesh. Fire and smoke follow the fuselage; water impacts spray and sink, terrain impacts explode and settle. The sortie remains defeated and the mission director delays recording until the sequence ends. Enter or the debrief button skips after one second. Restart and teardown release owned particles, effects and entities and restore cockpit visibility.

Dependencies: the existing fighter material, game.combat.wreck meshes (reproducible with design/bake-wreck.luau), builtin impact/explosion effects, loss smoke/fire shaders and materials, mission terrain height field, cockpit camera and loss UI. Lifecycle and outcome checks: design/verify-destruction.luau.

Interface

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

conforms to

zero/source-extract/v2

Local aircraft loss presentation. The sortie stays defeated; the debrief waits.

Model

add(a: ?, b: ?, k: ?) → void

argtypedescription
a?
b?
k?

copy(a: ?) → void

argtypedescription
a?

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

rotate(v: ?, a: ?, r: ?) → void

argtypedescription
v?
a?
r?

floorAt(x: ?, z: ?) → void

argtypedescription
x?
z?

world(v: ?) → void

argtypedescription
v?

play(ref: ?, p: ?, params: ?) → void

argtypedescription
ref?
p?
params?

emitter(opts: ?) → void

argtypedescription
opts?

cleanup( ) → void

setCockpit(show: ?) → void

argtypedescription
show?

splash(p: ?) → void

argtypedescription
p?

surfaceImpact(p: ?, water: ?) → void

argtypedescription
p?
water?

begin(reason: ?) → void

Begin one local destruction sequence for a defeated aircraft.

argtypedescription
reason?

external( ) → void

skip( ) → void

End the loss sequence and reveal its debrief without starting a new sortie.

reset( ) → void

Restore presentation and remove every loss effect for restart or teardown.

update(dt: ?) → void

Drive the loss camera, separated airframe pieces, impacts and transition.

argtypedescription
dt?

inspect( ) → void

Inspect the sequence, actual debris positions and cleanup counts.

Sub-parts

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

27items
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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.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
▣
module · born here
❒asset
# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
▲ 0↑ born
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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.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
backing path · game/combat/destruction.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ 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".

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