final case class ServerVehicleOverrideMsg(lock_accelerator: Boolean, lock_wheel: Boolean, reverse: Boolean, unk4: Boolean, lock_vthrust: Int, lock_strafe: Int, movement_speed: Int, unk8: Option[Long]) extends PlanetSideGamePacket with Product with Serializable
Dispatched by server to assert control of a player's vehicle, usually temporarily, and to relinquish that control.
The "vehicle" counts as any mobile platform where the user's character is currently sitting.
If the player is not sitting in what the game considers a "vehicle," the packet is wasted.
Either of the first two parameters - lock_accelerator
or lock_wheel
- constitutes any vehicle being overrode.
Either of the latter two parameters - lock_thrust
or lock_strafe
- constitutes a flight vehicle being overrode.
No message is displayed if the vehicle is placed under any form of server control.
During server control, this is an acceleration value (?);
during cancellable auto-drive, a constant velocity value.
Vertical thrust control for aircraft is either on or off;
the amount of that thrust can not be controlled.
After being controlled, when the vehicle is no longer under control,
it will transition into a state of constant speed auto-drive.
The message regarding the vehicle being back in the driver's control will display,
unless one of the aforementioned lock_*
parameters is still set to true
.
When dismounting a bailable vehicle while it is under the server's control,
the player will behave like they are bailing from it.
(The vehicle actually has to be "bailable" first, of course.)
"Something like speed:"
For ground vehicles, for n
, the calculated in-game speed for the value in this packet will be at least 3.45 x n
.
For flight vehicles, for n
, the forward air speed for the value in this packet will be at least 1.18 * n
.
This approximation is not always going to be accurate but serves as a good rule of thumb.
- lock_accelerator
driver has no control over vehicle acceleration
- lock_wheel
driver has no control over vehicle turning; generally, the driver never has turning control
- reverse
move in reverse 0 = forward 1 = reverse
- unk4
na; something to do with vehicle bailable speed
- lock_vthrust
pilot has no control over vertical thrust; asserts a constant positive vertical thrust; the only valid setting appears to be 1
- lock_strafe
pilot has no control over strafing thrust; 0 = not locked 1 = no strafing 2 = strafe left automatically 3 = strafe right automatically
- movement_speed
"something like speed"
- unk8
na; set
lock_wheel
totrue
to expose this value
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Instance Constructors
- new ServerVehicleOverrideMsg(lock_accelerator: Boolean, lock_wheel: Boolean, reverse: Boolean, unk4: Boolean, lock_vthrust: Int, lock_strafe: Int, movement_speed: Int, unk8: Option[Long])
- lock_accelerator
driver has no control over vehicle acceleration
- lock_wheel
driver has no control over vehicle turning; generally, the driver never has turning control
- reverse
move in reverse 0 = forward 1 = reverse
- unk4
na; something to do with vehicle bailable speed
- lock_vthrust
pilot has no control over vertical thrust; asserts a constant positive vertical thrust; the only valid setting appears to be 1
- lock_strafe
pilot has no control over strafing thrust; 0 = not locked 1 = no strafing 2 = strafe left automatically 3 = strafe right automatically
- movement_speed
"something like speed"
- unk8
na; set
lock_wheel
totrue
to expose this value
Type Members
- type Packet = ServerVehicleOverrideMsg
Value Members
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- ServerVehicleOverrideMsg → PlanetSidePacket
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- val lock_accelerator: Boolean
- val lock_strafe: Int
- val lock_vthrust: Int
- val lock_wheel: Boolean
- val movement_speed: Int
- final def ne(arg0: AnyRef): Boolean
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- def opcode: GamePacketOpcode.Value
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- ServerVehicleOverrideMsg → PlanetSideGamePacket → PlanetSidePacket
- def productElementNames: Iterator[String]
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- val reverse: Boolean
- final def synchronized[T0](arg0: => T0): T0
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- val unk4: Boolean
- val unk8: Option[Long]
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