[Script] Ship Hijacker v1.1 by Nividium 05/01/09

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ZeroGS
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Post by ZeroGS » Mon, 4. Apr 11, 16:00

Anyone has a link for non SPK version, preferably in RAR? thanks in advance.

jamafish
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Post by jamafish » Sat, 8. Oct 11, 17:02

is anybody getting an issue where the game freezes whenever you enter the properties menu with this script on?

zymurg
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Post by zymurg » Mon, 23. Jan 12, 19:53

I hijacked a xenon M class fighter, but after than can not get it to work on an L class.
I have plenty of computer components on board and the system over-ride software but when I try to hijack the L class (there were one M and 2 L class ships) the software says...
"computer components transfered"
...."computer components installed..."
"....working"
"computer components damaged"
(then I hear a short tone"
"malfunction"

That keeps happening over and over every time I try to hijack them.
I am within the range and the computer components are transfered when the shields are 0 or less. I don't fire on the ship anymore and I just stay close by chasing the ship around waiting for the computer components to work, but always 'malfunction.
This happened about 10 times in a row for each ship.

Any suggestions?
(Remember, it did work on the M ship. (these of course are Xennon)

EDIT: some hours later.
Nevermind, I found my answer. The shields regenerate so fast on the Xennon L that I probably did not have it to '0' shields when the hijacker said 'Locked On'. It took about another 10 tries but i finally got it.
Not that I wanted a Xennon L so badly, but that particular ship is required in one of the X3AB missions.
I really love this script.
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KRM398
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Post by KRM398 » Wed, 23. May 12, 17:01

OK, running a custom version of XTC, I added marine repairs and your hacking software instead of the regular bailing software I usually use. I then set my game to 'easy' since XTC is a little insane after you start getting some rep.

I took a mission, protect freighters in serus 3, jumped in fought killed a few and then capped a Kia Vanguard with your software. Told it to dock to my Pleco..and went on with the mission. After all the ships were dead, all the cargoes picked up and I was still riding around, the mission never ended. Finally decided it was because the Kia was still in sector, so sent it to the ED in Serus prime for a tune up, and the second it left the sector the mission ended, and that was it. I failed it because playing to cap that ship took too long and other ships escaped, but for a 3 mil credit ship I can live with that.

BUT, it wasn't at the ED, it wasn't anywhere, because I capped it during a mission, and then sent it out of sector to end the mission, the game automatically destroyed it, and I not only lost it but failed the mission anyways. It seems there's a bug in the game that wont allow you to hack ships during missions and then keep them. It's one or the other you cant have both. From now on , the heck with the missions, I'll lose 100k if I can get a 2-3 mil credit ship, but I'm hoping deleting those missions wont have a bad effect on my faction. :roll:

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DrBullwinkle
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Post by DrBullwinkle » Thu, 24. May 12, 04:47

KRM398 wrote: I capped it during a mission, and then sent it out of sector to end the mission, the game automatically destroyed it
Try Super Script Killer on the target ship next time (after you capture it).

SSK will make the mission think that the ship was "destroyed", and the ship will also be free of any scripts that might destroy it afterward. The result is that you get to keep a "clean" ship.
Last edited by DrBullwinkle on Mon, 22. Oct 12, 14:09, edited 2 times in total.

KRM398
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Post by KRM398 » Mon, 28. May 12, 00:16

Well have been having fun playing the custom game I have for XTC, again, and found another bit of trouble. Got a Centaur during a mission, sent it to the nearest station until the mission was over. Then got into a fight with a Marauder and that kept me busy for a few minutes and tada! My Centaur, all nice and green, came back and finished HIS mission, it killed half the ships I was escorting, and the split aren't too happy with me for it. Thought, oh well odd thing...did some more missions, got a khaak Sentinal...sent it to the nearest station and made sure to MANUALLY reset his F&F to friendly. He got halfway there and came back, same thing, but I saw it and stopped him with a 'standby' command. I got it after the mission and made it my personal craft and its working great, but captured ships using the hackers software are reverting even after you have them in your name, to their 'foe' status and attacking things in your name.Nice green ships, attacking my friends and escort mission ships, that's harsh, had to reset the Centaur manually twice, before it stayed friendly.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 28. May 12, 07:31

Super Script Killer (SSK) fixes ships that behave badly after being captured.

It corrects all known problems resulting from captured and boarded ships -- whether from missions, RRF, Phanon Corporation, this script (Ship Hijacker), or other issues. Run SSK on your captured ship, and it will become a "clean" capture.

EDIT: Wait, didn't I just give you the same advice to your previous question? :roll: Did you try SSK?
Last edited by DrBullwinkle on Mon, 22. Oct 12, 14:10, edited 2 times in total.

KRM398
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Post by KRM398 » Thu, 14. Jun 12, 15:12

OK making new game for myself, after while even on easy te XTC gets pretty insane, if you own a corette, they throw at you with escorts, if you ge a frigate to stop that, they instantly add 2-3 frigates to the mix, with bombers fighters corvettes, the guys went all out to make XTC a little harder than necesary, but fun.

Now making a new TC with the Xtra ships mod, will ad your sofware too but had a sugestion. Like all new skills,hacking shouldnt be a sure thing, not until you use it a LOT, so for the first 10 times or so, you shold get a notice that: Your attempt has failed, but you gain 10 experience points , this gives you the idea that t takes practise, and that even then, not all atempts will be sucessful. I was hacking xenon R's and Yaki frigates regualrly and it became a little too easy. Every ship in the game should have a SMALL chanse of being capped, but not easily. The only thing stoping the hacking right now was shield regeneration, and if you got used to it, there was a way around it.which wont get mentioned right now. hehe. Please ad some skill time to the script, maybe our chnaces get better after each 10 tries or soemthing. Then we'll learn to use it and not just make big money easily. :twisted:

KRM398
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Post by KRM398 » Sat, 23. Jun 12, 21:40

When you click no the SSK links now all you get...is a button that doesnt work.

KRM398
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Post by KRM398 » Sat, 23. Jun 12, 22:44

nevermind...I found out why, my security settings were so high that they wouldnt allow half the pictures or downloads, so I fixed it and its all good now.

samoja
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Post by samoja » Thu, 28. Jun 12, 13:23

There is a glitch when combined with defense missions, the ship will keep being detected as hostile and will need to be killed, and if you abort all capped ships will disappear.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 28. Jun 12, 14:08

samoja wrote:There is a glitch ... the ship will keep being detected as hostile and will need to be killed, and if you abort all capped ships will disappear.
See my previous posts on this page, samoja.

It is not a problem with the Ship Hijacker. It is a well-known issue with some of the scripts in the game. Some scripts do not end when ownership changes (due to capture or boarding).

The solution is the Super Script Killer (SSK) (for captured/boarded ships). After capturing a ship, target it and press the SSK hotkey. It will clear all scripts, signals, and variables attached to the ship; leaving you with a "clean" captured ship.
Last edited by DrBullwinkle on Mon, 22. Oct 12, 02:50, edited 1 time in total.

dfm5000
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Post by dfm5000 » Mon, 22. Oct 12, 00:25

MALFUCTION

MALFUCTION

By the way MALLLLLLLLLLLFUCTION.

KRM398
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Post by KRM398 » Mon, 22. Oct 12, 12:20

Hehehehe, been playing the XRM for a while now. With no bailing except vanilla, I added the hackers script to it to give me a chance, at least to get bigger ships in combat. So far I have capped: 1 Apolox, 2 Washi,1 Osprey, 1 Marauder...all using the hackers software. The timing is critical..since their shields jump back instantly, and I've lost 3x that many because I couldn't get the timing right.

PS..by timing I mean the exact time the weapons hit the hull, after the shields fail. If your even a half second late, the shields are already coming up, if you need help, fighter drones do it pretty well, just keeping steady pressure on the hull to stop the shield regeneration. Tried also for a Terran Manacu...or something like that...small carrier...not a chance...hehe. :oops:

KRM398
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Post by KRM398 » Wed, 7. May 14, 16:49

dont know why but building a new version of XTC/TC and using the dlm it says it loaded but no hotkey shows up...

KRM398
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Post by KRM398 » Wed, 7. May 14, 17:02

I appear to have a problem the hot key setup for the script killer has announced as I entered the game that the hotkey failed..thats 2 now the only thing that went in without a problem was the salvage command suite.

KRM398
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Post by KRM398 » Wed, 7. May 14, 17:37

ignore the old man in the corner, his set up is borked...lol

O'Shavah
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Re: [Script] Ship Hijacker v1.1 by Nividium 05/01/09

Post by O'Shavah » Thu, 22. Jul 21, 17:45

@Meltdown
@Nividium
Is there a way to make M2's able to be hijacked? I'm using Meltdown's edit, Version #1. I've read through this whole thread and it seems to suggest increasing the shield threshold in the script should achieve this. I've increased it to 1200000 and tested with a modded beam weapon (120rd/min) that disables shields and only does shield damage. I just hold down the fire button and spam the hijack hotkey when the shields hit zero. I've used this to hijack M7's, but with M2's i always get a malfunction notice. Also, I scanned the ship to make sure that no firewall tech blah blah blah thingy was equipped. I should probably add I'm playing LxXRM.

original:
049
050 if $shields > 1200
051 goto label error
052 end
053
054 if $shields <= 1200

mine:
049
050 if $shields > 1200000
051 goto label error
052 end
053
054 if $shields <= 1200000

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X2-Illuminatus
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Re: [Script] Ship Hijacker v1.1 by Nividium 05/01/09

Post by X2-Illuminatus » Thu, 29. Jul 21, 20:30

You also need to comment out / remove lines 32 to 34. This sends you to the error label before even reaching your shield check.
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Re: [Script] Ship Hijacker v1.1 by Nividium 05/01/09

Post by O'Shavah » Sat, 31. Jul 21, 06:06

X2-Illuminatus wrote:
Thu, 29. Jul 21, 20:30
You also need to comment out / remove lines 32 to 34. This sends you to the error label before even reaching your shield check.
so if i remove line 27 through 37, all ships should be able to be hijacked? can i just delete the lines or do i need to adjust the remaining numbers so it doesn't go from 26 to 38 with nothing in between. i'm gonna try just deleting first cause i'm lazy :mrgreen: .... fingers crossed

<line linenr="021" indent=""></line>
<line linenr="022" indent=""><var>$distance&#160;=</var><text>get&#160;distance&#160;between&#160;</text><var>[PLAYERSHIP]</var><text>&#160;and&#160;</text><var>$target</var></line>
<line linenr="023" indent=""><var>if</var><var>$distance</var><text>&#160;</text><var>&gt;</var><text>&#160;</text><var>5000</var></line>
<line linenr="024" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>13</var><text>&#160;id=</text><var>1100040</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="025" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="026" indent=""><text>end</text></line>
(lines to be deleted)
<line linenr="027" indent=""></line>
<line linenr="028" indent=""><var>$oc&#160;=</var><var>$target&#160;-&gt;</var><text>&#160;get&#160;object&#160;class</text></line>
<line linenr="029" indent=""><var>if</var><var>$oc</var><text>&#160;</text><var>==</var><text>&#160;</text><var>M1</var></line>
<line linenr="030" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="031" indent=""><text>end</text></line>
<line linenr="032" indent=""><var>if</var><var>$oc</var><text>&#160;</text><var>==</var><text>&#160;</text><var>M2</var></line>
<line linenr="033" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="034" indent=""><text>end</text></line>
<line linenr="035" indent=""><var>if</var><var>$oc</var><text>&#160;</text><var>==</var><text>&#160;</text><var>Carrier</var></line>
<line linenr="036" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="037" indent=""><text>end</text></line>
(end lines to be deleted)
<line linenr="038" indent=""></line>
<line linenr="039" indent=""><var>$computer.components&#160;=</var><var>[PLAYERSHIP]&#160;-&gt;</var><text>&#160;get&#160;amount&#160;of&#160;ware&#160;</text><var>Microchips</var><text>&#160;in&#160;cargo&#160;bay</text></line>
<line linenr="040" indent=""><var>if</var><var>$computer.components</var><text>&#160;</text><var>&lt;</var><text>&#160;</text><var>1</var></line>
<line linenr="041" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>17</var><text>&#160;id=</text><var>2073</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="042" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>13</var><text>&#160;id=</text><var>25</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="043" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="044" indent=""><text>end</text></line>

will look like this: :gruebel:
<line linenr="021" indent=""></line>
<line linenr="022" indent=""><var>$distance&#160;=</var><text>get&#160;distance&#160;between&#160;</text><var>[PLAYERSHIP]</var><text>&#160;and&#160;</text><var>$target</var></line>
<line linenr="023" indent=""><var>if</var><var>$distance</var><text>&#160;</text><var>&gt;</var><text>&#160;</text><var>5000</var></line>
<line linenr="024" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>13</var><text>&#160;id=</text><var>1100040</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="025" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="026" indent=""><text>end</text></line>
<line linenr="038" indent=""></line>
<line linenr="039" indent=""><var>$computer.components&#160;=</var><var>[PLAYERSHIP]&#160;-&gt;</var><text>&#160;get&#160;amount&#160;of&#160;ware&#160;</text><var>Microchips</var><text>&#160;in&#160;cargo&#160;bay</text></line>
<line linenr="040" indent=""><var>if</var><var>$computer.components</var><text>&#160;</text><var>&lt;</var><text>&#160;</text><var>1</var></line>
<line linenr="041" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>17</var><text>&#160;id=</text><var>2073</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="042" indent="&#160;"><var>=</var><text>speak&#160;text:&#160;page=</text><var>13</var><text>&#160;id=</text><var>25</var><text>&#160;priority=</text><var>0</var></line>
<line linenr="043" indent="&#160;"><text>goto&#160;label&#160;</text><var>error</var></line>
<line linenr="044" indent=""><text>end</text></line>

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