Difference between revisions of "ClientRandomNameRequest"

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Insert Sample Packet Here...
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02 00 // op Count
 +
D1 B6 D1 D6 // ClientRandomNameRequest
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25 00 // string count
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6F 62 6A 65 63 74 2F                      // object/
 +
63 72 65 61 74 75 72 65 2F                // creature
 +
70 6C 61 79 65 72 2F                      // /player/
 +
68 75 6D 61 6E 5F 6D 61 6C 65 2E 69 66 66  // human_male.iff
 
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Latest revision as of 11:32, 10 January 2008

Client Packet - ClientRandomNameRequest (D6D1B6D1)

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Struct


SHORT Opperand_Count
INT Opcode
A_STRING Player_Race_IFF

Variable Descriptions


Opperand_Count = 2

Opcode = D6D1B6D1

Player_Race_IFF_String: This string is the location of the race object of the new character.

"object/creature/player/*.iff"

Note: Do not confused with creature objects, or any other object types. These are located in the player objects folder. Used also in character listing and char creation.

Tags


C→S This packet originates on the client.

100% This packet has been completely reversed.


Sample Packet

02 00 // op Count
D1 B6 D1 D6 // ClientRandomNameRequest
25 00 // string count
6F 62 6A 65 63 74 2F                       // object/
63 72 65 61 74 75 72 65 2F                 // creature
70 6C 61 79 65 72 2F                       // /player/
68 75 6D 61 6E 5F 6D 61 6C 65 2E 69 66 66  // human_male.iff