Difference between revisions of "SHIP03"
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− | + | {{PageHeader|Baseline|SHIP03}} | |
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FLOAT: ?? (1.0) | FLOAT: ?? (1.0) | ||
A_STRING: STF File | A_STRING: STF File | ||
− | INT: Spacer | + | INT: STF Spacer |
− | A_STRING: | + | A_STRING: STF Name |
U_STRING: Object/Owner Name | U_STRING: Object/Owner Name | ||
INT: ?? | INT: ?? | ||
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<pre> | <pre> | ||
</pre> | </pre> | ||
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+ | |valign=top| | ||
+ | |||
+ | ===Variable Descriptions=== | ||
+ | ---- | ||
+ | |||
+ | Obj_OperandCount = 16 | ||
+ | ---- | ||
+ | STF File = A_STRING(space_ship) | ||
+ | Engine related int: can cause ship engine sound warning in swg debug | ||
+ | |||
+ | ===Notes=== | ||
+ | ---- | ||
+ | (Ramsey's Break) | ||
+ | |||
+ | SHIP3 sets the values for each component in the ship. like the armor and hitpoints, energy etc. | ||
+ | Each component has an id, like the numerator for examplevalue #1 is listed in list1, and the demoninator in list2. they have an id after them of 0x01 (example). | ||
+ | This will also set the name (like "packet logger") when you go into the ship screen before launching | ||
+ | |||
+ | ===Tags=== | ||
+ | ---- | ||
+ | {| align="center" | ||
+ | |- | ||
+ | ||{{50%}} | ||
+ | |- | ||
+ | |} | ||
+ | |} | ||
===Sample Packet=== | ===Sample Packet=== | ||
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02 00 00 00 00 00 75 44 00 00 75 44 01 9D 8F | 02 00 00 00 00 00 75 44 00 00 75 44 01 9D 8F | ||
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Latest revision as of 12:56, 25 June 2008
Baseline - SHIP03
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BaseLine StructFLOAT: ?? (1.0) A_STRING: STF File INT: STF Spacer A_STRING: STF Name U_STRING: Object/Owner Name INT: ?? SHORT: ?? INT: ?? INT: ?? INT: ?? INT: ?? INT: ?? INT: ?? BYTE: ?? FLOAT: ?? FLOAT: Chassis Current Value FLOAT: Chassis Max Value INT: Engine Rel. Component Armor Numerator List INT: List Size INT: Update Count { BYTE: ?? INT: Component Index FLOAT: Current Armor Value } Component Armor Denomenator List INT: List Size INT: Update Count { BYTE: ?? INT: Component Index FLOAT: Max Armor Value } Component Hitpoints Numerator List INT: List Size INT: Update Count { BYTE: ?? INT: Component Index FLOAT: Current Hitpoints Value } Component Hitpoints Denomenator List INT: List Size INT: Update Count { BYTE: ?? INT: Component Index FLOAT: Max Hitpoints Value } LIST5: INT: List Size INT: Update Count { BYTE: ?? INT: Component Index INT: Value } FLOAT: frontshield hitpoints denomenator FLOAT: backshield hitpoints denomenator Deltas Struct |
Variable DescriptionsObj_OperandCount = 16 STF File = A_STRING(space_ship) Engine related int: can cause ship engine sound warning in swg debug Notes(Ramsey's Break) SHIP3 sets the values for each component in the ship. like the armor and hitpoints, energy etc. Each component has an id, like the numerator for examplevalue #1 is listed in list1, and the demoninator in list2. they have an id after them of 0x01 (example). This will also set the name (like "packet logger") when you go into the ship screen before launching Tags
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Sample Packet
05 00 0C 5F A7 68 // BaselinesMessage 04 5A D1 D6 13 00 00 00 // ID 50 49 48 53 03 // PIHS 3 D1 01 00 00 16 00 00 00 80 3F 0A 00 73 70 61 63 65 5F 73 68 69 70 // space_ship 00 00 00 00 1B 00 70 6C 61 79 65 72 5F 73 6F 72 6F 73 75 // player_sorosu 75 62 5F 73 70 61 63 65 5F 79 61 63 68 74 // ub_space_yacht 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00 01 CD CC 8C 3F 00 80 3B 45 00 80 3B 45 3A 7A 37 ....?..;E..;E:z7 DE 07 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 96 43 00 01 00 00 00 00 00 C8 42 00 02 00 00 00 .C........B..... 00 00 FA 43 00 04 00 00 00 00 00 48 43 00 05 00 ...C.......HC... 00 00 00 00 48 43 00 06 00 00 00 00 00 C8 42 00 ....HC........B. 07 00 00 00 00 00 A0 41 07 00 00 00 00 00 00 00 .......A........ 00 00 00 00 00 00 00 96 43 00 01 00 00 00 00 00 ........C....... C8 42 00 02 00 00 00 00 00 FA 43 00 04 00 00 00 .B........C..... 00 00 48 43 00 05 00 00 00 00 00 48 43 00 06 00 ..HC.......HC... 00 00 00 00 C8 42 00 07 00 00 00 00 00 A0 41 07 .....B........A. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 96 43 ...............C 00 01 00 00 00 00 00 C8 42 00 02 00 00 00 00 00 ........B....... C8 43 00 04 00 00 00 00 00 48 43 00 05 00 00 00 .C.......HC..... 00 00 48 43 00 06 00 00 00 00 00 C8 42 00 07 00 ..HC........B... 00 00 00 00 A0 41 07 00 00 00 00 00 00 00 00 00 .....A.......... 00 00 00 00 00 96 43 00 01 00 00 00 00 00 C8 42 ......C........B 00 02 00 00 00 00 00 C8 43 00 04 00 00 00 00 00 ........C....... 48 43 00 05 00 00 00 00 00 48 43 00 06 00 00 00 HC.......HC..... 00 00 C8 42 00 07 00 00 00 00 00 A0 41 07 00 00 ...B........A... 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 01 ................ 00 00 00 02 00 00 00 00 02 00 00 00 02 00 00 00 ................ 00 04 00 00 00 02 00 00 00 00 05 00 00 00 02 00 ................ 00 00 00 06 00 00 00 02 00 00 00 00 07 00 00 00 ................ 02 00 00 00 00 00 75 44 00 00 75 44 01 9D 8F