dayz-vehicles
Installation
SKILL.md
DayZ Ground Vehicle Modding
Family selector — day-0 critical path (CAMBIO-2)
- Identify family by asset origin and architecture; not by symptom.
- If asset is a new Grub source-game car, proxy-split and with moving parts, use family B.
- Family B → open
../rip-vehicle-import/SKILL.mdand follow only its adapter, golden, and allowlist. - That adapter opens asset
asset-contract.jsonas third and final day-0 file; schema, Blender export, and primitive are machine inputs, not additional documents maintained by agent. - If a frozen plan/runbook already exists for asset, follow that contract in flight; do not migrate it here.
- If no row applies or family adapter is missing: STOP. Do not improvise from this atlas.
| Input signal | Adapter | Day-0 files |
|---|---|---|
| source-game Grub, new car, proxy-split + doors/moving parts | Family B | This router → ../rip-vehicle-import/SKILL.md → <asset>\asset-contract.json |
| Asset already in flight | Frozen project runbook | Whichever cited in its current plan |
| Other family or insufficient data | None | STOP |
Rest of this body is diagnostic atlas and does not form part of day-0 critical path. Only consulted when adapter or symptom links a specific section.