Packages

final case class GenericObjectActionMessage(object_guid: PlanetSideGUID, code: Int) extends PlanetSideGamePacket with Product with Serializable

Dispatched by the server to enact an effect on some game object. (Write more some other time.)

object_guid

the target object

code

the action code (0-63)
6 - Deconstructs player
7 - Start imprinting process (progress bar + character animation)
8 - Finish imprinting?
9 - Cloak
10 - Uncloak
11 - Deploy capital base shield pole with animation and broadcasts "The capitol force dome at X has been activated"
12 - Stow capital base shield pole with animation and broadcasts "The capitol force dome at X has been deactivated"
13 - Deploy capital base shield pole (instantly, unless still in the middle of the stow animation)
14 - Changes capture console to say "Facility hacked by the [Faction] LLU has been spawned." when looked at
15 - Displays "This facility's generator is under attack!"
16 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
17 - Displays "This facility's generator is back on line"
19 - Cause mines to explode
20 - Hit flinch? (orig, 82->80)
21 - Reset build cooldown from using an ACE
22 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)
23 - Plays vehicle pad animation moving downwards
24 - Makes the vehicle bounce slightly. Have seen this in packet captures after taking a vehicle through a warpgate
25 - for observed driven BFR's, model resets animation following GOAM90?
27 - Activates the router internal telepad for linking
28 - Activates the router internal telepad for linking
29 - Activates the telepad deployable (also used on the router's internal telepad)
30 - Activates the telepad deployable (also used on the router's internal telepad)
31 - Animation during router teleportation (source)
32 - Animation during router teleportation (destination)
34 - Time until item can be used ?????
38 - for BFR's, enable a disabled arm weapon
39 - for BFR's, disable an enabled arm weapon
44 - for BFR's, animates the energy shield
45 - for BFR's, energy shield dissipates
46 - for BFR's, causes an explosions on the machine's midsection
48 - for BFR's, Control Interface unstable messages
49 - for BFR's, Control Interface malfunction messages
50 - For aircraft - client shows "The bailing mechanism failed! To fix the mechanism, land and repair the vehicle!"
53 - Put down an FDU
56 - Sets vehicle or player to be black ops
57 - Reverts player from black ops

What are these values?
90? - for observed driven BFR's, model pitches up slightly and stops idle animation
29? - ??? (response to GOAM55)
55? - ??? (client responds with GOAM29)

Source
GenericObjectActionMessage.scala
See also

GenericObjectActionEnum

Linear Supertypes
Product, Equals, PlanetSideGamePacket, PlanetSidePacket, Serializable, AnyRef, Any
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Inherited
  1. GenericObjectActionMessage
  2. Product
  3. Equals
  4. PlanetSideGamePacket
  5. PlanetSidePacket
  6. Serializable
  7. AnyRef
  8. Any
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Visibility
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  2. Protected

Instance Constructors

  1. new GenericObjectActionMessage(object_guid: PlanetSideGUID, code: Int)

    object_guid

    the target object

    code

    the action code (0-63)
    6 - Deconstructs player
    7 - Start imprinting process (progress bar + character animation)
    8 - Finish imprinting?
    9 - Cloak
    10 - Uncloak
    11 - Deploy capital base shield pole with animation and broadcasts "The capitol force dome at X has been activated"
    12 - Stow capital base shield pole with animation and broadcasts "The capitol force dome at X has been deactivated"
    13 - Deploy capital base shield pole (instantly, unless still in the middle of the stow animation)
    14 - Changes capture console to say "Facility hacked by the [Faction] LLU has been spawned." when looked at
    15 - Displays "This facility's generator is under attack!"
    16 - Displays "Generator has Overloaded! Evacuate Generator Room Immediately!"
    17 - Displays "This facility's generator is back on line"
    19 - Cause mines to explode
    20 - Hit flinch? (orig, 82->80)
    21 - Reset build cooldown from using an ACE
    22 - ???? (Has been seen on vehicle pad objects, possibly some sort of reset flag after base faction flip / hack clear?)
    23 - Plays vehicle pad animation moving downwards
    24 - Makes the vehicle bounce slightly. Have seen this in packet captures after taking a vehicle through a warpgate
    25 - for observed driven BFR's, model resets animation following GOAM90?
    27 - Activates the router internal telepad for linking
    28 - Activates the router internal telepad for linking
    29 - Activates the telepad deployable (also used on the router's internal telepad)
    30 - Activates the telepad deployable (also used on the router's internal telepad)
    31 - Animation during router teleportation (source)
    32 - Animation during router teleportation (destination)
    34 - Time until item can be used ?????
    38 - for BFR's, enable a disabled arm weapon
    39 - for BFR's, disable an enabled arm weapon
    44 - for BFR's, animates the energy shield
    45 - for BFR's, energy shield dissipates
    46 - for BFR's, causes an explosions on the machine's midsection
    48 - for BFR's, Control Interface unstable messages
    49 - for BFR's, Control Interface malfunction messages
    50 - For aircraft - client shows "The bailing mechanism failed! To fix the mechanism, land and repair the vehicle!"
    53 - Put down an FDU
    56 - Sets vehicle or player to be black ops
    57 - Reverts player from black ops

    What are these values?
    90? - for observed driven BFR's, model pitches up slightly and stops idle animation
    29? - ??? (response to GOAM55)
    55? - ??? (client responds with GOAM29)

Type Members

  1. type Packet = GenericObjectActionMessage

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  5. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  6. val code: Int
  7. def encode: Attempt[BitVector]
  8. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  9. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  10. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  11. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  12. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  13. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  14. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  15. val object_guid: PlanetSideGUID
  16. def opcode: GamePacketOpcode.Value
  17. def productElementNames: Iterator[String]
    Definition Classes
    Product
  18. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  19. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  20. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  21. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from Product

Inherited from Equals

Inherited from PlanetSideGamePacket

Inherited from PlanetSidePacket

Inherited from Serializable

Inherited from AnyRef

Inherited from Any

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