- summary: Stops a walk in progress and tells the server where you actually ended up.
- area: Game.Roleplay
- confidence: 0.88
Stops a walk in progress and tells the server where you actually ended up.
- Kind request
- Area Game.Roleplay
- Named by beta, gamemapping
STOPS A WALK AND SAYS WHERE YOU ACTUALLY ARE. It is not "cancel my request" - by the time you send it you have already moved partway, and the one value it carries is where you came to rest.
WHEN TO SEND IT
WHEN A WALK YOU ALREADY STARTED IS INTERRUPTED BEFORE IT FINISHES. You send
MapMovementRequest with a path, the server accepts it, and then something
stops you early - the player clicked elsewhere, a fight started, an obstacle
appeared, the player pressed the stop control. That is this message.
DO NOT SEND IT FOR A WALK THAT COMPLETED. A finished walk needs nothing; the server already knows the destination it approved.
SEND THE CELL YOU ARE ACTUALLY ON, NOT THE ONE YOU AIMED AT. This is the whole point of the message and the easiest thing to get wrong. The real client does not send the destination from the path it requested, nor the cell it last announced - it asks the moving entity's own physics for its current position and sends that. If you send the intended destination you are telling the server you completed a walk you interrupted, and your position and its position diverge from that moment on.
A script that walks by sending a path and then aborts must therefore track where it stopped. If you cannot compute that, do not send this message at all - diverging silently is worse than not cancelling.
WHAT COMES BACK
NOTHING DEDICATED. No dumped client waits for a reply. The server reconciles your position through the ordinary actor traffic that follows, so watch your own actor's position rather than expecting an acknowledgement.
BE HONEST ABOUT THE CELL and the correction will be invisible; be optimistic about it and the server will move you back, visibly, later.
When you may send it
- Requires
context_readyobserved - Raised by: a client-side state change: a walk being interrupted before it reaches its destination. The client stops the moving entity, asks its physics where it actually is, and reports that cell inferred
Related messages
- Nothing answers it - send it and move on no dumped client waits for a reply; the server corrects the position through ordinary actor traffic
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | cell_id | int32 | The cell you stopped on. | required |
Recovered with score 235, confidence 0.88, margin 235 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 1 of 1.
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