SHIP06

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Baseline - SHIP06

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SHIP Packet Type QuickNav
SHIP01 - SHIP03 - SHIP04 - SHIP06 - SHIP08 - SHIP09

BaseLine Struct


INT:         ??
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 Descriptions


Obj_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


50% This packet has been partially reversed.

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