Difference between revisions of "Game Opcodes:Move Actor to Position"
From FFXIV Classic Wiki
(Added floatingHeight location.) |
m (Added info about a conditional regarding floatingHeight.) |
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| 0x20 || float || 4 Bytes || unknown || | | 0x20 || float || 4 Bytes || unknown || | ||
|- | |- | ||
− | | 0x24 || float || 4 Bytes || floatingHeight || The distance from the yPosition to offset the mob at. Used for Bombs, Imps, etc. | + | | 0x24 || float || 4 Bytes || floatingHeight || The distance from the yPosition to offset the mob at. Require setGroundOn to be true in the class script. Used for Bombs, Imps, etc. |
|- | |- | ||
| 0x28 || float || 4 Bytes || unknown || | | 0x28 || float || 4 Bytes || unknown || | ||
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== Notes == | == Notes == | ||
+ | Supposedly moveState 3 exists for strafe movement which the client informs the server of with [[Game_Opcodes:Position_Update]], but it plays out as if 2 was used regardless. | ||
== Visual Layout == | == Visual Layout == |
Latest revision as of 16:53, 12 December 2022
Moves the actor to a new position, with some kind of move state.
- Opcode - 0x0CF
- Source - Server
- Data Size - 30 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | uint32 | 4 Bytes | unknown | |
0x04 | uint32 | 4 Bytes | unknown | |
0x08 | float | 4 Bytes | xPosition | The X position to move to. |
0x0C | float | 4 Bytes | yPosition | The Y position to move to. |
0x10 | float | 4 Bytes | zPosition | The Z position to move to. |
0x14 | float | 4 Bytes | rotation | The rotation of the new position. |
0x18 | uint16 | 2 Bytes | moveState | The type of movement being preformed (0: standing, 1: walking, 2: running). |
0x20 | float | 4 Bytes | unknown | |
0x24 | float | 4 Bytes | floatingHeight | The distance from the yPosition to offset the mob at. Require setGroundOn to be true in the class script. Used for Bombs, Imps, etc. |
0x28 | float | 4 Bytes | unknown |
Notes
Supposedly moveState 3 exists for strafe movement which the client informs the server of with Game_Opcodes:Position_Update, but it plays out as if 2 was used regardless.
Visual Layout
Packet Data layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | xPosition | yPosition | ||||||
0x10 | zPosition | rotation | moveState | 00 | 00 | 00 | 00 | 00 | 00 | |||||||
0x20 | unknown | floatingHeight | unknown | 00 | 00 | 00 | 00 |