Difference between revisions of "BUIO03"

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(Variable Descriptions)
 
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E8 03 00 00  
 
E8 03 00 00  
 
00 21  
 
00 21  
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</pre>
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<pre>
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CU struct by cAble
 +
 +
 +
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05 00 #Operand
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0C 5F A7 68 #Baselines Message
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39 C6 73 3D 1D 00 00 00 #ObjectID
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4F 49 55 42 03 #Buio03
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51 00 00 00 #Size = 81 (Length of remaining packet)
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0B 00 #UnknownShort
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00 00 80 3F #Float? This is always the same numeric wise regardless of building.
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0D 00 #Astring:Size
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62 75 69 6C 64 69 6E 67 5F 6E 61 6D 65 #building_name
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00 00 00 00 #STF Spacer
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13 00 #Astring:Size
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68 6F 75 73 69 6E 67 5F 6E 61 62 6F 6F 5F 73 6D 61 6C 6C #housing_naboo_small
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 +
 +
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00 00 00 00 #Unknown INT
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FF 00 00 00 #This number seems to default to player housing. "64" is for structures like cantinas, starports etc)
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00 00 00 00 #Unknown INT. This i believe is city ID in the NGE
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00 00 00 00 #Unknown INT
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00 00 00 01 #Unknown INT
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00 00 00 00 #Unknown INT
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00 00 00 00
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00 00 #Unknown Short.
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E0 10 00 00 #Weekly Maintenance = 4320 credits
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01 #ContentsLoaded? 01=Positive (yes)
 +
00 = Negative (no)
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This number is always 1 in captures
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</pre>
 
</pre>

Latest revision as of 19:16, 21 January 2014

Baseline - BUIO03

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BUIO Packet Type QuickNav
BUIO03 - BUIO06


BaseLine Struct


SHORT Op Count
INT Baseline Opcode
LONG Object ID
INT OIUB
BYTE 3
INT Length of remaining packet
SHORT ??
A_STRING Building STF File
INT STF Spacer
A_STRING Building STF Name
U_STRING Custom Name
INT Volume
INT ??
INT ??
INT ??
INT ??
INT ??
INT ??
SHORT ??

Deltas Struct



Variable Descriptions


  • Object ID
Building ID
  • STF File
Buildings stf file name
example= building_n, poi_n
  • STF Spacer
normal spacer between stf variables
  • STF Name
name of the building within the STF File
  • Custom Name
Custom name of the building
  • NOTES
This packet inherits info from the Tano packet.

Tags


100% This packet has been completely reversed.

S→C This packet originates on the server.

Sample Packet


05 00 
0C 5F A7 68              // BaselinesMessage
56 33 23 6F 02 00 00 00  // ID
4F 49 55 42 03           // OIUB 3
0B 00 00 00 
00 00 
05 00           // String count
70 6F 69 5F 6E  // poi_n
00 00 00 00 
11 00                                                // String count
62 61 73 65 5F 70 6F 69 5F 62 75 69 6C 64 69 6E 67   // base_poi_building.
0D 00 00 00                                          // U-String count
55 00 73 00 73 00 79 00 6E 00 6F 00 27               // U.s.s.y.n.o.'
00 73 00 20 00 43 00 61 00 6D 00 70 00 64 00         // .s. .C.a.m.p.d
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 01 00 00 
00 00 00 00 
00 00 00 00 
E8 03 00 00 
00 21 

CU struct by cAble 



05 00 #Operand
0C 5F A7 68 #Baselines Message
39 C6 73 3D 1D 00 00 00 #ObjectID
4F 49 55 42 03 #Buio03
51 00 00 00 #Size = 81 (Length of remaining packet)
0B 00 #UnknownShort
00 00 80 3F #Float? This is always the same numeric wise regardless of building. 
0D 00 #Astring:Size
62 75 69 6C 64 69 6E 67 5F 6E 61 6D 65 #building_name
00 00 00 00 #STF Spacer
13 00 #Astring:Size
68 6F 75 73 69 6E 67 5F 6E 61 62 6F 6F 5F 73 6D 61 6C 6C #housing_naboo_small



00 00 00 00 #Unknown INT
FF 00 00 00 #This number seems to default to player housing. "64" is for structures like cantinas, starports etc)
00 00 00 00 #Unknown INT. This i believe is city ID in the NGE 
00 00 00 00 #Unknown INT
00 00 00 01 #Unknown INT
00 00 00 00 #Unknown INT
00 00 00 00 
00 00 #Unknown Short. 

E0 10 00 00 #Weekly Maintenance = 4320 credits 
01 #ContentsLoaded? 	01=Positive (yes)
			00 = Negative (no)
			This number is always 1 in captures