SHIP06
Baseline - SHIP06
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BaseLine StructINT: ?? INT: ?? INT: ?? SHORT: ?? FLOAT: ?? FLOAT: Min Speed FLOAT: ?? FLOAT: ?? //Orientation floats: (see notes below) FLOAT: ?? FLOAT: ?? FLOAT: ?? // FLOAT: ?? FLOAT: Max Speed (see notes) LONG: Ship Object ID INT: ?? [1] INT: ?? INT: ?? [2] INT: ?? [1] INT: ?? Component CRC List: INT: List size INT: List Update Counter { BYTE: ?? INT: Component Index INT: Component CRC } SHORT: ?? [3] SHORT: ?? SHORT: ?? SHORT: ?? FLOAT: Current Frontshield FLOAT: Current Backshield INT: ?? Deltas Struct |
Variable DescriptionsObj_OperandCount = 18 Orientation Floats - have something to do with pitch/yaw/roll The first 2 floats have been seen to be the same. The last float has been seen as 1/2 of the first 2 floats. Default Values = { 10.472f,10.472f,5.23599f } These floats have also appeared in SHIP1. Max speed: This is the _real_ max speed value. The display value for max speed is in SHIP1. This Value * 10 = Max Speed. (ex. if this = 45. 45 * 10 = 450 max speed) [1] - These 2 ints could be the start of a new list. [2] - LENGTH FOR SOMETHING, swg will allocate this number of bytes [3] - these shorts might be 2 int's for lists. Notes(Ramsey's Break) This packet sets ShipObject components and attaches them to the chasis. It also makes the ship energy display. The components of the ship object are presented in the list, if the chasis isnt provided a debug warning will throw but not crash the client, saying that it needs to be attached. Ship components include a reactor, the reactors status (damaged, pristine etc) are also listed in this packet. Tags
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Sample Packet
05 00 0C 5F A7 68 04 5A D1 D6 13 00 ......._.h.Z.... 00 00 50 49 48 53 06 B6 00 00 00 17 00 6E 00 00 ..PIHS.......n.. 00 0F 00 73 74 72 69 6E 67 5F 69 64 5F 74 61 62 ...string_id_tab 6C 65 00 00 00 00 00 00 00 00 00 00 00 00 00 00 le.............. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00 00 00 00 00 00 73 00 00 00 04 00 00 00 1F 00 ......s......... 00 00 07 00 00 00 07 00 00 00 15 00 00 00 00 00 ................ 00 00 00 04 FC 2E D7 00 01 00 00 00 3E 98 D3 79 ............>..y 00 02 00 00 00 CD E8 36 A4 00 04 00 00 00 FD 53 .......6.......S 08 B0 00 05 00 00 00 FD 53 08 B0 00 06 00 00 00 ........S....... 8F 6A A4 4C 00 07 00 00 00 91 D4 AB 5A 00 00 00 .j.L........Z... 00 00 00 00 00 00 00 75 44 00 00 75 44 00 00 00 .......uD..uD... 00 01 0A EA
#### NGE struct by [email protected] ##### #note. The Crc for ships components does not use the objects normal address for generating the Crc (eg object/cable/owns.iff), but uses a shortened version, which excludes the file extension (eg.iff). In this example, you would need the crc for ONLY (owns). 05 00 #Update Type 0C 5F A7 68 #baselines message 33 53 75 74 19 00 00 00 #Object ID 50 49 48 53 06 #Ship06 D4 00 00 00 #data Size below 1D 00 6E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 48 42 00 00 48 42 36 8D 27 41 36 8D 27 41 36 8D A7 40 A6 92 2B 3E A6 92 2B 3E 97 56 68 3F 00 00 2B 42 00 00 00 00 00 00 00 00 73 00 00 00 03 00 00 00 11 00 00 00 03 80 01 08 00 00 00 16 00 00 00 00 00 00 00 00 #Component list start DC BF BD 9A #rct_prototype (reactor) 00 01 00 00 00 #first component 05 C7 A0 35 #eng_prototype (engine) 00 02 00 00 00 #Second component BE 17 32 E7 #shd_prototype (shield) 00 04 00 00 00 #Forth Component 9E 60 CB E1 #arm_prototype (armor_0) 00 05 00 00 00 #Fifth Component 9E 60 CB E1 #arm_prototype (armor_1) 00 06 00 00 00 #Sixth Component EC EB 0C B7 #cap_qualdex_miser_light (weapon Capicator) 00 07 00 00 00 #Seventh Component EC E9 AB B2 #bst_koensayr_evh12 (booster) 00 0F 00 00 00 #Fifteenth component 3D 3C 82 2C #wpn_prototype 00 00 00 00 00 00 00 00 #These bytes are use STRING to define: # wingName (eg xWing) # Difficulty (eg tier1) # Faction (eg rebel) 00 00 96 43 #shieldHitpointsFrontCurrent 00 00 96 43 #shieldHitpointsbackCurrent 6A 36 02 00 #GuildID