Difference between revisions of "Game Opcodes:SetPushEventConditionWithCircle"
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| 0x00 || float || 4 Bytes || radius || How far the trigger circle extends from the actor. | | 0x00 || float || 4 Bytes || radius || How far the trigger circle extends from the actor. | ||
|- | |- | ||
− | | 0x04 || | + | | 0x04 || int32 || 4 Bytes || unknown || |
|- | |- | ||
| 0x08 || float || 4 Bytes || unknown || | | 0x08 || float || 4 Bytes || unknown || | ||
Line 23: | Line 23: | ||
| 0x0C || float || 4 Bytes || unknown || | | 0x0C || float || 4 Bytes || unknown || | ||
|- | |- | ||
− | | 0x10 || byte || 1 Bytes || | + | | 0x10 || byte || 1 Bytes || options || Format is 000[W] [Z][Y][XX] If 0x11; triggers when player leaves the circle. If 0x1, triggers when player enters the circle. |
|- | |- | ||
− | | 0x11 || byte || 1 Bytes || | + | | 0x11 || byte || 1 Bytes || priority || |
|- | |- | ||
| 0x12 || byte || 1 Bytes || isSilent || If 0x1, does not cause the UI and player to lockup. | | 0x12 || byte || 1 Bytes || isSilent || If 0x1, does not cause the UI and player to lockup. | ||
Line 37: | Line 37: | ||
* If the eventName starts with <code>_!</code> the circle will block and "push back" a mounted player informing them that you cannot proceed on Chocoback. If it starts with <code>_@</code> a generic "you cannot proceed" is shown, regardless of mount status. | * If the eventName starts with <code>_!</code> the circle will block and "push back" a mounted player informing them that you cannot proceed on Chocoback. If it starts with <code>_@</code> a generic "you cannot proceed" is shown, regardless of mount status. | ||
+ | ** Having no valid eventName just has it paint the radius of the actor's circle coverage on the minimap. | ||
== Visual Layout == | == Visual Layout == | ||
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! 0x10 | ! 0x10 | ||
| colspan="1" style="background:#8FA6E8" | '''direction''' | | colspan="1" style="background:#8FA6E8" | '''direction''' | ||
− | | colspan="1" style="background:# | + | | colspan="1" style="background:#8FA6E8" | '''priority''' |
| colspan="1" style="background:#8FA6E8" | '''isSilent''' | | colspan="1" style="background:#8FA6E8" | '''isSilent''' | ||
| colspan="13" style="background:#8FA6E8" | | | colspan="13" style="background:#8FA6E8" | |
Latest revision as of 17:19, 26 December 2021
Sets a push event trigger to this actor. "Push" events are collision tested events, this one specifically setting a trigger circle around the actor.
- Opcode - 0x16F
- Source - Server
- Data Size - 0x58 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | float | 4 Bytes | radius | How far the trigger circle extends from the actor. |
0x04 | int32 | 4 Bytes | unknown | |
0x08 | float | 4 Bytes | unknown | |
0x0C | float | 4 Bytes | unknown | |
0x10 | byte | 1 Bytes | options | Format is 000[W] [Z][Y][XX] If 0x11; triggers when player leaves the circle. If 0x1, triggers when player enters the circle. |
0x11 | byte | 1 Bytes | priority | |
0x12 | byte | 1 Bytes | isSilent | If 0x1, does not cause the UI and player to lockup. |
0x13 | string | 32 Bytes | eventName | The name of the event that will be sent when a Start/End event is fired. |
Notes
- Generic events are usually named "pushDefault". Certain scripts require specific event names; ie: PushCommands need a "pushCommandIn" and "pushCommandOut" trigger.
- If the eventName starts with
_!
the circle will block and "push back" a mounted player informing them that you cannot proceed on Chocoback. If it starts with_@
a generic "you cannot proceed" is shown, regardless of mount status.- Having no valid eventName just has it paint the radius of the actor's circle coverage on the minimap.
Visual Layout
Packet Data layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | radius | unknown | unknown | unknown | ||||||||||||
0x10 | direction | priority | isSilent | |||||||||||||
0x20 | eventName | |||||||||||||||
0x30 | 00 | 00 | 00 | 00 | 00 |