Difference between revisions of "Game Opcodes:Bind BG MapObj to Actor"
From FFXIV Classic Wiki
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== Notes == | == Notes == | ||
− | This must be sent before BGObject animations may be played. | + | 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 == |
Revision as of 16:07, 30 July 2018
Binds this actor to a BGObject 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 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 |