.... The values become VERY obvious the first time you ever try to use them.
Entity ID = the uid of who the effect is happening on.
For example
Player 1 jumps from point 450/450 to point 451/451
In this example you would have the UID = 1 (regardless of who you send the packet to, it needs to go to everyone on the screen nearby them to display the action)
There would be 4 different ushort values being written (the structure changes drastically depending on what you are using it for. it's a very multi purpose packet.)
There's a fromx/fromy/tox/toy ushort offset. I'd suggest making a simple cmd to try the offsets if you aren't sure what they are (or log/structure packets from real co). Shouldn't be too hard to find them and then you can decide later how you want to set up the packet.
To clarify: the structure remains the same... essentially but any examples I've seen often use a uint value where some versions have 2 ushorts and a few other minor changes... So Personally I'd write the packet somewhat like in impulse's/hybrid's sources where you can fill in specific fields... if you are using a different version simply make sure you write to only the offsets you need vs a fixed structure packet.
Whats wrong with this GeneralData 5180 Packet ( impulse's ) 06/27/2010 - CO2 Private Server - 4 Replies here's a packet and I updated from the 5180 that was released but doesnt seem to want to work
using System;
namespace Conquer_Online_Server.Network.GamePackets
{
public class GeneralData : Writer, Interfaces.IPacket
{
public const ushort
SetLocation = 74,