the avatar's guid
the position of the avatar in the world environment (in three coordinates)
an optional velocity
a "yaw" angle
a "pitch" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
A sequential counter
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
avatar is cloaked by virtue of an Infiltration Suit
a "pitch" angle
a "yaw" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
the avatar's guid
avatar is cloaked by virtue of an Infiltration Suit
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
the position of the avatar in the world environment (in three coordinates)
A sequential counter
an optional velocity
The server instructs some clients to render a player (usually not that client's avatar) to move in a certain way.
This packet instructs the basic aspects of how the player character is positioned and how the player character moves. Each client keeps track of where a character "currently" is according to that client.
pos
reflects an update in regards to where the character should be moved. Data between this "currently" and "new" are interpolated over a fixed time interval. Position and velocity data is standard to normal PlanetSide ranges. All angles follow the convention that every0x1
is about 2.8125 degrees; so,0x10
is 45.0 degrees.The avatar model normally moves from where it "currently" is to
pos
. Whenvel
is defined,pos
is treated as where the avatar model starts its animation. In that case, it appears to teleport topos
to carry out the interpolated movement according tovel
. After the move, it remains at essentiallypos + vel * t
. The repositioning always takes the same amount of time. The player model is left in a walking/running animation (in place) until directed otherwise.If the model must interact with the environment during a velocity-driven move, it copes with local physics. A demonstration of this is what happens when one player "runs past"/"into" another player running up stairs. The climbing player is frequently reported by the other to appear to bounce over that player's head. If the other player is off the ground, passing too near to the observer can cause a rubber band effect on trajectory. This effect is entirely client-side to the observer and affects the moving player in no way.
the avatar's guid
the position of the avatar in the world environment (in three coordinates)
an optional velocity
a "yaw" angle
a "pitch" angle
a "yaw" angle that represents the angle of the avatar's upper body with respect to its forward-facing direction; this number is normally 0 for forward facing; the range is limited between approximately 61 degrees of center turned to left or right
A sequential counter
avatar is crouching
avatar is jumping; must remain flagged for jump to maintain animation
provide a measure of vertical stability when really close to the avatar character
avatar is cloaked by virtue of an Infiltration Suit