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bedrock-protocol-docs/html/SetActorMotionPacket.html
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<!DOCTYPE html> <html> <head><style>table{font-family: arial, sans-serif;border-collapse: collapse;width: 100% ;}.tab { margin-left: 40px; }td, th{text-align: left;padding: 8px;}tr:nth-child(even) {background-color: #dddddd;}div#expand{display:block;}</style> </head> <body><h1>SetActorMotionPacket (id: 40)</h1>
<table><col width="1%"><col width="99%"><tr><th></th><th></th></tr><tr><td> <b>Purpose:</b> </td>
<td>This is used for the server to set the velocity of a client actor.</td>
</tr><tr><td> <b>Notes:</b> </td>
<td>
It is primarily relevant for client predicted entities like the player or a boat or horse they are in control of. For most other actor types it does nothing.<br>
This is one of the packets that can directly affect player motion, for others, see:<br>
- MovePlayerPacket<br>
- CorrectPlayerMovePredictionPacket
</td>
</tr></table><br><h2>Payload</h2>
<img src="svg/SetActorMotionPacket.svg" alt="SetActorMotionPacket">
<br><br><br><table><col width="10%"><col width="10%"><col width="15%"><col width="80%"><tr><th>Field Name</th><th>Field Type</th><th>Field Constraints</th><th>Field Notes</th></tr><tr><td>Target Runtime ID</td>
<td>ActorRuntimeID</td>
<td></td>
<td></td>
</tr><tr><td>Motion</td>
<td>Vec3</td>
<td></td>
<td></td>
</tr><tr><td>Tick</td>
<td>PlayerInputTick</td>
<td></td>
<td>If this packet is referring to the player or a client predicted vehicle they are in control of, this should be the most recently processed PlayerInputTick from their PlayerAuthInputPacket. Otherwise zero.</td>
</tr></table></body> </html>