Difference between revisions of "Game Opcodes:Bind BG MapObj to Actor"
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(Created page with "Binds this actor to a BGObject in the loaded map. :; Opcode - 0x0D8 :; Source - Server :; Data Size - 8 bytes :; Requirements - None == Data == {| class="wikitable sortable...") |
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− | Binds this actor to a | + | Binds this actor to a BG MapObject in the loaded map. |
:; Opcode - 0x0D8 | :; Opcode - 0x0D8 | ||
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== Notes == | == Notes == | ||
+ | |||
+ | This must be sent before BGObject animations may be played. Layout IDs are in the RegionLayout File, while object IDs have to be manually searched for in the map file. | ||
== Visual Layout == | == Visual Layout == | ||
Line 33: | Line 35: | ||
| colspan="4" style="background:#8FA6E8" | '''objectID ''' | | colspan="4" style="background:#8FA6E8" | '''objectID ''' | ||
| colspan="4" style="background:#8FA6E8" | '''layoutID ''' | | colspan="4" style="background:#8FA6E8" | '''layoutID ''' | ||
− | |||
|} | |} | ||
[[Category:Unfinished]] | [[Category:Unfinished]] |
Latest revision as of 14:44, 31 July 2018
Binds this actor to a BG MapObject in the loaded map.
- Opcode - 0x0D8
- Source - Server
- Data Size - 8 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | uint32 | 4 Bytes | objectID | The id of the object within the map file. |
0x04 | uint32 | 4 Bytes | layoutID | The id of the current map. |
Notes
This must be sent before BGObject animations may be played. Layout IDs are in the RegionLayout File, while object IDs have to be manually searched for in the map file.
Visual Layout
Packet Data layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | objectID | layoutID |