[REQ] NPC Movments from packets...

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Xanibunib
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[REQ] NPC Movments from packets...

Post by Xanibunib » Tue Apr 14, 2009 8:44 pm

After talking to Bion today I know we end up getting at least a "prediction" of an NPC's movements. As far as I can tell the parser does not collect this data however when parsing a log. This is what I have managed to gather so far... The struc this works with would be

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<Struct Name="Substruct_SpawnPositionStruct" ClientVersion="936">
  <Data ElementName="pos_grid_id" Type="int32" Size="1" /> 
  <Data ElementName="pos_x" Type="float" Size="1" /> 
  <Data ElementName="pos_y" Type="float" Size="1" /> 
  <Data ElementName="pos_z" Type="float" Size="1" /> 
  <Data ElementName="pos_unknown" Type="sint16" Size="3" /> 
  <Data ElementName="pos_heading1" Type="sint16" Size="1" /> 
  <Data ElementName="pos_heading2" Type="sint16" Size="1" /> 
  <Data ElementName="pos_speed" Type="int16" Size="1" /> 
  <Data ElementName="pos_state" Type="int16" Size="1" /> 
  <Data ElementName="pos_unknown2" Type="int8" Size="6" /> 
  <Data ElementName="pos_next_x" Type="float" Size="1" /> 
  <Data ElementName="pos_next_y" Type="float" Size="1" /> 
  <Data ElementName="pos_next_z" Type="float" Size="1" /> 
  <Data ElementName="pos_x3" Type="float" Size="1" /> 
  <Data ElementName="pos_y3" Type="float" Size="1" /> 
  <Data ElementName="pos_z3" Type="float" Size="1" /> 
  <Data ElementName="pos_movement_mode" Type="int8" Size="1" /> 
  <Data ElementName="pos_unknown3b" Type="int8" Size="1" /> 
  <Data ElementName="pos_unknown4" Type="int16" Size="2" /> 
  <Data ElementName="pos_move_type" Type="int16" Size="1" /> 
  <Data ElementName="pos_unknown6" Type="int16" Size="8" /> 
  <Data ElementName="pos_collision_radius" Type="int16" Size="1" /> 
  <Data ElementName="pos_size" Type="int16" Size="1" /> 
  <Data ElementName="pos_size_ratio" Type="float" Size="1" /> 
  <Data ElementName="pos_size_multiplier_ratio" Type="float" Size="1" /> 
  <Data ElementName="pos_unknown10" Type="int16" Size="6" /> 
  </Struct>
mainly the section

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<Data ElementName="pos_next_x" Type="float" Size="1" /> 
  <Data ElementName="pos_next_y" Type="float" Size="1" /> 
  <Data ElementName="pos_next_z" Type="float" Size="1" /> 
So... if we have the data in the packets its a matter of populating a SQL table with the info and making it into a movment loop location?
Village idiot...

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Re: [REQ] NPC Movments from packets...

Post by John Adams » Wed Apr 15, 2009 7:09 am

We have actually discussed this at length before, but I cannot find the thread. Probably buried deep in some other topic. Basically, there is a shitload of work we could do with the parser, but LE cannot be bothered with that if we ever want to see server functionality.

Unless one of us takes on the parser updating, it is what it is. That is not to say we cannot build a script to find and interpret every possible "pos_next_x" value, and just build movement locations like we do now with the chat log parser.

Mentioning that, we do have that option... just follow the NPC typing /loc, parse the chat lines, done.

Would I like to see the parser do everything? Yes. See ya in 5 years when that happens. :)

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Re: [REQ] NPC Movments from packets...

Post by LethalEncounter » Wed Apr 15, 2009 3:33 pm

Aye, if someone wants to take over the parser feel free :) I'll provide as much help as I can, but with school, work, the Emu, and a sliver of time left over for fun I don't have much time available :( Thankfully this semester will be over in a couple of weeks tho :)

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Tue Apr 21, 2009 9:08 am

okay, got most of my Ra

Code: Select all

dar program working.  just can`t get the NPC movement determined.  can anyone help with determining the movement code from the packets.


[code]Paula Marx
Grid =  924281492
X = 18.650000
Y = -6.870000
Z = 194.360001
Level = 8


192.168.10.4 -> 192.168.10.101
0000:	01 37 31 01 00 00 ff fb	01 02 05 00 00 00 ff ff	.71.............
0010:	00 00 00 00 42 00 00 00	00 04 00 68 61 69 6c 00	....B......hail.
0020:	00 20 41 00 7b 0d 95 0f	e6 00 00 00 ff 95 33 33	. A.{.........33
0030:	37 17 6a 94 ff 5c 29 c0	db d7 0a 41 83 43 42 fe	7.j..\)....A.CB.
0040:	01 55 1f f1 1f f1 83 40	84 fe d7 0a 41 95 33 33	.U.....@....A.33
0050:	ff 33 43 42 5c 29 c0 db	ff c0 db d7 0a 41 95 33	.3CB\).......A.3
0060:	9f 02 43 42 5c 29 88 0b	0e c1 80 20 f9 ff ff 3f	..CB\)..... ...?
0070:	80 3f 83 ff ff 98 01 03	81 16 09 81 64 7f 7e 83	.?..........d.~.
0080:	04 02 86 08 08 06 f5 51	7b 8c 84 84 ff 45 51 7b	.......Q{....EQ{
0090:	8c 64 80 45 83 64 80 07	83 16 49 25 c3 99 04 72	.d.E.d....I%...r
00a0:	9f 04 72 15 9a 15 09 87	5b 41 1d 41 87 ff ff ff	..r.....[A.A....
00b0:	0b 87 d6 af 83 3b ff ff	0a 80 b8 0a 80 b8 83 ff	.....;..........
00c0:	ff f0 0a 80 b8 b8 0a 80	b8 e4 11 15 3e be b5 b3	............>...
00d0:	5a 2b 15 ff 05 d9 4b bc	5e db 17 83 0a a9 d9 15	Z+....K.^.......
00e0:	11 15 3e ef db 17 b5 b3	5a 2b ff 0a a9 05 d9 4b	..>.....Z+.....K
00f0:	bc 5e 12 df d1 32 78 15	16 26 ff 32 78 15 16 26	.^...2x..&.2x..&
0100:	16 83 8e 16 83 d1 06 81	0c 1a c3 09 0a f9 87 06	................
0110:	0d 02 0a 00 50 61 75 6c	61 20 4d 61 72 78 00 00	....Paula Marx..
0120:	00 00 00 00 00 00 00 00	0b 00 3c 43 6f 6c 6c 65	..........<Colle
0130	63 74 6f 72 3e 00 01                            ctor>..


Movement for packet for above NPC.
192.168.10.4 -> 192.168.10.101
0000:	00 09 00 27 00 37 18 00	00 00 ff ff 01 52 ca 95	...'.7.......R..
0010:	0f 00 0e 02 f0 29 9d 13	ee 1d 43 0c 1c 47 81 02	.....)....C..G..
0020	57 00                                           W.
Here`s a picture of my working radar. hxxp://mmoradar.com/images/myseq.jpg

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Re: [REQ] NPC Movments from packets...

Post by LethalEncounter » Tue Apr 21, 2009 5:04 pm

Cool :)

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Tue Apr 21, 2009 7:12 pm

anyone have the structure for the OP_UpdatePositionMsg can`t seem to find it in either the mysql or the source code..?

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Thu Apr 30, 2009 7:19 am

making some more progress, fixed a bug with my mob naming routine that was only allowing 20 npc/items to show up on the myseq client. now it can show the full list, currently 257 npc/items.

getting closer to release..just working on movement now..

http://mmoradar.com/images/myseq2.jpg

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Re: [REQ] NPC Movments from packets...

Post by John Adams » Thu Apr 30, 2009 11:51 am

Interesting app. I still don't know what it's for, but it looks cool.

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Thu Apr 30, 2009 6:56 pm

okay, i need some help with the npc movement code.

Have the following NPC

Code: Select all

192.168.10.4 -> 192.168.10.101
0000:	01 37 29 01 00 00 ff fb	01 19 03 00 00 00 ff ff	.7).............
0010:	00 00 00 00 60 00 00 00	00 04 00 68 61 69 6c 00	....`......hail.
0020:	00 20 41 00 96 5e 01 00	de 00 00 00 ff 52 ba 36	. A..^.......R.6
0030:	37 17 6a 94 ff 98 c1 c0	b5 0b fe bf 83 43 51 fe	7.j..........CQ.
0040:	01 55 19 6a 19 6a 83 40	84 9e 40 b4 cc cd ff cd	.U.j.j.@..@.....
0050:	43 50 42 8f c0 d0 e7 c0	d0 40 b4 cc 9f 02 43 50	CPB......@....CP
0060:	42 8f 88 0b 0e c1 80 20	f9 ff ff 3f 80 3f 83 ff	B...... ...?.?..
0070:	ff 88 03 81 16 09 81 64	7f 7e 83 04 02 86 08 08	.......d.~......
0080:	06 f5 51 7b 8c 84 84 ff	45 51 7b 8c 64 80 45 83	..Q{....EQ{.d.E.
0090:	64 80 07 83 16 49 25 c3	99 04 72 9f 04 72 15 9a	d....I%...r..r..
00a0:	15 09 87 5b 41 1d 41 87	ff ff ff 0b 87 d6 af 83	...[A.A.........
00b0:	3b ff ff 0a 80 b8 0a 80	b8 83 ff ff f0 0a 80 b8	;...............
00c0:	b8 0a 80 b8 e4 11 15 3e	be b5 b3 5a 2b 15 ff 05	.......>...Z+...
00d0:	d9 4b bc 5e db 17 83 0a	a9 d9 15 11 15 3e ef db	.K.^.........>..
00e0:	17 b5 b3 5a 2b ff 0a a9	05 d9 4b bc 5e 12 df d1	...Z+.....K.^...
00f0:	32 78 15 16 26 ff 32 78	15 16 26 16 83 8e 16 83	2x..&.2x..&.....
0100:	d1 06 81 0c 20 8f 06 0d	02 09 0a 00 50 61 75 6c	.... .......Paul
0110:	61 20 4d 61 72 78 00 00	00 00 00 00 00 00 00 00	a Marx..........
0120:	0b 00 3c 43 6f 6c 6c 65 63 74 6f 72 3e 00 01    ..<Collector>..
And the movement/update code is below.

Code: Select all

192.168.10.4 -> 192.168.10.101
0000:	00 09 00 50 00 37 19 00	00 00 ff ff 01 a4 f8 01	...P.7..........
0010:	00 00 0f 19 f0 88 8e 4c	ef 45 95 76 f6 63 7f 81	.......L.E.v.c..
0020:	01 57 00                                        .W.
I`ve tried unpacking the information, but it doesn`t tell me much. I can`t even see how to determine what movement/update packets go to what NPC`s, the only way i know this is for the above NPC, is it`s the one with a movement script on my emulator..

Any ideas..

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Re: [REQ] NPC Movments from packets...

Post by LethalEncounter » Thu Apr 30, 2009 7:34 pm

192.168.10.4 -> 192.168.10.101
0000: 01 37 29 01 00 00 ff fb 01 19 03 00 00 00 ff ff .7).............
0010: 00 00 00 00 60 00 00 00 00 04 00 68 61 69 6c 00 ....`......hail.
0020: 00 20 41 00 96 5e 01 00 de 00 00 00 ff 52 ba 36 . A..^.......R.6
0030: 37 17 6a 94 ff 98 c1 c0 b5 0b fe bf 83 43 51 fe 7.j..........CQ.
0040: 01 55 19 6a 19 6a 83 40 84 9e 40 b4 cc cd ff cd .U.j.j.@..@.....
0050: 43 50 42 8f c0 d0 e7 c0 d0 40 b4 cc 9f 02 43 50 CPB......@....CP
0060: 42 8f 88 0b 0e c1 80 20 f9 ff ff 3f 80 3f 83 ff B...... ...?.?..
0070: ff 88 03 81 16 09 81 64 7f 7e 83 04 02 86 08 08 .......d.~......
0080: 06 f5 51 7b 8c 84 84 ff 45 51 7b 8c 64 80 45 83 ..Q{....EQ{.d.E.
0090: 64 80 07 83 16 49 25 c3 99 04 72 9f 04 72 15 9a d....I%...r..r..
00a0: 15 09 87 5b 41 1d 41 87 ff ff ff 0b 87 d6 af 83 ...[A.A.........
00b0: 3b ff ff 0a 80 b8 0a 80 b8 83 ff ff f0 0a 80 b8 ;...............
00c0: b8 0a 80 b8 e4 11 15 3e be b5 b3 5a 2b 15 ff 05 .......>...Z+...
00d0: d9 4b bc 5e db 17 83 0a a9 d9 15 11 15 3e ef db .K.^.........>..
00e0: 17 b5 b3 5a 2b ff 0a a9 05 d9 4b bc 5e 12 df d1 ...Z+.....K.^...
00f0: 32 78 15 16 26 ff 32 78 15 16 26 16 83 8e 16 83 2x..&.2x..&.....
0100: d1 06 81 0c 20 8f 06 0d 02 09 0a 00 50 61 75 6c .... .......Paul
0110: 61 20 4d 61 72 78 00 00 00 00 00 00 00 00 00 00 a Marx..........
0120: 0b 00 3c 43 6f 6c 6c 65 63 74 6f 72 3e 00 01 ..<Collector>..


192.168.10.4 -> 192.168.10.101
0000: 00 09 00 50 00 37 19 00 00 00 ff ff 01 a4 f8 01 ...P.7..........
0010: 00 00 0f 19 f0 88 8e 4c ef 45 95 76 f6 63 7f 81 .......L.E.v.c..
0020: 01 57 00 .W.


The spawn index id (displayed in red) is how you link the spawn and the update packets together. Note that the byte (or bytes if preceded by a FF) before the index id (in blue) is the size of the update for a particular type. The update packet sends updates for position, information, and visual changes.

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Fri May 08, 2009 4:57 pm

Thanks, that seems to have helped, strange, i`m able to see movement for about 2 or 3 packets than the numbers go all screwy..they jump from 36.09 to 23341345.22121 . seems i still have some more coding to do..thanks for all the help so far..

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Re: [REQ] NPC Movments from packets...

Post by unknwon » Wed May 13, 2009 7:12 am

okay, i think i got the movement code working, still not 100% sure, but it`s able to track "Paula" as she moves across the screen on my emulator. so again a big thanks to LE. Getting much closer to a beta release of the radar program..:)

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Re: [REQ] NPC Movments from packets...

Post by John Adams » Wed May 13, 2009 7:30 am

unknwon, what is the practical application of this tool? Is it for tracking the exact coordinates of NPCs movement through the Live game? If so, I can see that being useful for developing movement scripts for the emulator.

I am pretty sure we have the movement locations in our raw logs, but I have no idea how to dig those out yet. I see them, just don't understand them. :)

unknwon
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Re: [REQ] NPC Movments from packets...

Post by unknwon » Wed May 13, 2009 8:44 am

yes, it will allow you to track npc/mob/player movements on live.

I`ll going to try an explain how i`m getting the movement code from the packets. Again, i`m not sure if this is the correct method.

ok. the below movement code is for "Paula Marx" on my emulator.

Code: Select all

X = c0 bd 1e b8
Y = c0 9e b8 52
Z = 43 5a 3d 71
Header : 4b, 20

~~~ VeUpdateSpellBookMsg ~~~
192.168.10.4 -> 192.168.10.101
0000:	01 37 2c 01 00 00 ff fb	01 1a 07 00 00 00 ff ff	.7,.............
0010:	00 00 00 00 2c 06 00 00	00 04 00 68 61 69 6c 00	....,......hail.
0020:	00 20 41 00 aa 06 1f 02	e1 00 00 00 ff bd 1e b8	. A.............
0030:	37 17 6a 94 ff 3d 71 c0	9e b8 52 c0 83 43 5a 9e	7.j..=q...R..CZ.
0040:	20 4b 20 4b 83 40 84 fe	b8 52 c0 bd 1e b8 ff b8	 K K.@...R......
0050:	43 5a 3d 71 c0 9e ff c0	9e b8 52 c0 bd 1e 9f 02	CZ=q......R.....
0060:	43 5a 3d 71 88 0b 0e c1	80 20 f9 ff ff 3f 80 3f	CZ=q..... ...?.?
0070:	83 ff ff 98 01 03 81 16	09 81 64 7f 7e 83 04 02	..........d.~...
0080:	86 08 08 06 f5 51 7b 8c	84 84 ff 45 51 7b 8c 64	.....Q{....EQ{.d
0090:	80 45 83 64 80 07 83 16	49 25 c3 99 04 72 9f 04	.E.d....I%...r..
00a0:	72 15 9a 15 09 87 5b 41	1d 41 87 ff ff ff 0b 87	r.....[A.A......
00b0:	d6 af 83 3b ff ff 0a 80	b8 0a 80 b8 83 ff ff f0	...;............
00c0:	0a 80 b8 b8 0a 80 b8 e4	11 15 3e be b5 b3 5a 2b	..........>...Z+
00d0:	15 ff 05 d9 4b bc 5e db	17 83 0a a9 d9 15 11 15	....K.^.........
00e0:	3e ef db 17 b5 b3 5a 2b	ff 0a a9 05 d9 4b bc 5e	>.....Z+.....K.^
00f0:	12 df d1 32 78 15 16 26	ff 32 78 15 16 26 16 83	...2x..&.2x..&..
0100:	8e 16 83 d1 06 81 0c 20	8f 06 0d 02 09 0a 00 50	....... .......P
0110:	61 75 6c 61 20 4d 61 72	78 00 00 00 00 00 00 00	aula Marx.......
0120:	00 00 00 0b 00 3c 43 6f	6c 6c 65 63 74 6f 72 3e	.....<Collector>
0130	00 01                                           ..

Size 14  - of movement data (packed)
ID 26 - Of spawn, in this case "Paula Marx"

~~~ VeUpdateSpellBookMsg ~~~
192.168.10.4 -> 192.168.10.101
0000:	00 09 00 44 00 37 18 00	00 00 ff ff 01 0d 4f 1f	...D.7........O.
0010:	02 00 0e 1a f0 f5 58 18	ee 37 61 0b 29 6e 81 05	......X..7a.)n..
0020	57 00                                           W.

Dump of the movement Data unpacked.
00  	37 7	61 a	0b 	00  	29 )	6e n	05 	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	dc Ü	00  	00  	00  	00  	00  	dc Ü	37 7	01 	00  	13 	65 e	65 e	24 $	37 7	0e 	ff ÿ	00  	88 ˆ	1c 	13 	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	78 x	00  	00  	00  	00  	00  	00  	00  	50 P	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	50 P	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	0b 	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	ef ï	00  	00  	6a j	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	3b ;	00  	00  	00  	00  	da Ú	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	d3 Ó	00  	00  	17 	00  	00  	00  	00  	00  	d1 Ñ	17 	00  	00  	00  	d3 Ó	00  	00  	00  	17 	00  	00  	d1 Ñ	17 	00  	00  	00  	00  	00  	d3 Ó	00  	00  	17 	00  	00  	00  	00  	d1 Ñ	00  	17 	00  	00  	00  	d3 Ó	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	d1 Ñ	00  	00  	17 	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	17 	00  	00  	00  	a0  	00  	d1 Ñ	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	d2 Ò	17 	00  	00  	00  	00  	00  	d6 Ö	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	00  	

original x, y ,z 
X = c0 bd 1e b8
Y = c0 9e b8 52
Z = 43 5a 3d 71

Change Delta`s grid, x, y, z
00 37 61 0b  = Delta Grid_id
00 29 6e 05 = Delta X
00 00 00 00 = Delta y
00 00 00 00 = Delta Z

so to get the new x location, you take the original  X (c0bd1eb8) and xor it with the delta x
x = orginalx xor delta x = c0941ec6 or -4.628757

Again, i`m not 100% sure this is correct. but it does seem to work.

Once i`m done the my radar program, i`ll look at creating a packet parser to make the movement scripts from the capture logs.

unknwon
Posts: 39
Joined: Fri Aug 03, 2007 12:38 pm

Re: [REQ] NPC Movments from packets...

Post by unknwon » Mon May 25, 2009 9:13 am

okay, i`m starting to think i`m stupid, got the mob movement working, but than could see why my player wasn`t shown any movement on my radar screen, after looking at the packets, it seems that player movement code uses a different packet. "OP_UpdatePositionMsg" :( which there seems to be no information about.

So i thought i can determine what the packet structure is and i thought i`d had it, again it showed what i thought was the correct player movement, but it after double checking. It seems that i`m not gettting the correct locations.

So would LE happen to know what the structure of OP_UpdatePositionMsg should be, i don`t see any listing for this packet structure anywhere on the forums of the source code, i know it`s op_code 37.

Gald to see that the group code is coming along, next project after the eq2 radar is a healer bot:)

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