net.psforever.packet.game.objectcreate
the amount of health the player has, as a percentage of a filled bar;
the bar has 85 states, with 3 points for each state;
when 0% (less than 3 of 255), the player will collapse into a death pose on the ground;
while is_backpack == true
, health
will always report as 0;
while is_seated == true
, health
will (try to) report as 100
the amount of armor the player has, as a percentage of a filled bar;
the bar has 85 states, with 3 points for each state;
while is_seated == true
, armor
will always report as 0
the level of upgrade to apply to the player's base uniform
the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically
the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximu number of effects is three
optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24, but here they require the third uniform upgrade (rank 25); these flags do not exist if they are not applicable
this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped
this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies
the amount of armor the player has, as a percentage of a filled bar;
the bar has 85 states, with 3 points for each state;
while is_seated == true
, armor
will always report as 0
Performs a "sizeof()" analysis of the given object.
The calculation reflects the scodec Codec
definition rather than the explicit parameter fields.
Performs a "sizeof()" analysis of the given object.
The calculation reflects the scodec Codec
definition rather than the explicit parameter fields.
For example, a traditional Int
is normally a 32-bit number, often rendered as a 32u
number.
When parsed with a uintL(7)
, it's length will be considered 7 bits (7u
).
(Note: being permanently signed, an scodec
value of 32u
or longer must fit into a Long
type.)
the number of bits necessary to measure an object of this class;
defaults to 0L
the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically
optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24, but here they require the third uniform upgrade (rank 25); these flags do not exist if they are not applicable
the amount of health the player has, as a percentage of a filled bar;
the bar has 85 states, with 3 points for each state;
when 0% (less than 3 of 255), the player will collapse into a death pose on the ground;
while is_backpack == true
, health
will always report as 0;
while is_seated == true
, health
will (try to) report as 100
the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximu number of effects is three
the level of upgrade to apply to the player's base uniform
A representation of a portion of an avatar's
ObjectCreateDetailedMessage
packet data.This information outlines most of the specifics required to depict some other player's character. Someone else decides how that character is behaving and the server tells each client how to depict that behavior. For that reason, the character is mostly for presentation purposes, rather than really being fleshed-out. Of the inventory for this character, only the initial five weapon slots are defined. In the "backend of the client," the character produced by this data is no different from the kind of character that could be declared a given player's avatar. In terms of equipment and complicated features common to an avatar character, however, any user would find this character ill-equipped.
the amount of health the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; when 0% (less than 3 of 255), the player will collapse into a death pose on the ground; while
is_backpack == true
,health
will always report as 0; whileis_seated == true
,health
will (try to) report as 100the amount of armor the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; while
is_seated == true
,armor
will always report as 0the level of upgrade to apply to the player's base uniform
the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically
the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximu number of effects is three
optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24, but here they require the third uniform upgrade (rank 25); these flags do not exist if they are not applicable
this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped
this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies
Cosmetics
DetailedCharacterData