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

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crimson522
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Joined: Thu, 28. May 09, 23:07
x4

Post by crimson522 » Mon, 22. Jun 09, 01:37

meltdown, i think i found a bug in your version 1 of your script. i tried capping a xenon LX yesterday and it didnt listen to my commands like before. i was even able to get itto one of my carriers but when my carrier jumped out to my PHQ the LX somehow undocked itself and continued to fly into a xenon sector. this is weird since i was able to cap other xenon ships in the same sector with no ill effects

Meltdown
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Post by Meltdown » Thu, 2. Jul 09, 05:08

Sorry mate, no idea what caused your specific problem, and I'm not likely to tackle it anytime soon cos I stopped playing X3TC for the moment. Since it seems to happen very rarely, a temporary solution would be to use the cheat scripts to clone the capped ship and eliminate the original. The cloned ship should be identical with the same equipment and upgrades, but with no active AI.
Eat, drink and be merry, for tomorrow you may die.

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DevilDog_016
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Post by DevilDog_016 » Wed, 16. Sep 09, 03:10

TheElix wrote:How about making System Override Software a required component for it to work?
This, and also it would be better if it was a bit more... challenging. Like having SOS, and having to also keep the target ships' shields low until the program overrides the ship's systems. Just popping in a chip and going off is a bit too simple and unbalanced gameplay-wise. Could you please make a version that requires the player to focus on keeping target ships' shields down during the process? (if you have time and if you want, ofc)
Yo dawg, I heard you like plasma, so we put HEPTs in yo HEPTs so you can blast foos while you blast foos!

Proud owner of an original copy of Tachyon The Fringe.

unknown1000u2
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Joined: Thu, 24. Sep 09, 00:22
x3tc

Post by unknown1000u2 » Wed, 14. Oct 09, 02:28

I LOVE this script! I got jumped by 5 pirate ships when I was alone. I went home with 5 new ships to sell.

Hieronymos
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Post by Hieronymos » Wed, 14. Oct 09, 06:08

I'm with DevilDog_016, the script's too easy as is. Keeping targets' shields below 10% while the chip does its' thing is an excellent way of keeping some sort of balance..

Also, just requiring that SOS be present on playership is another nice move, requiring player to at least expend a bit more money and time managing the ownership of SOS.

Meltdown
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Post by Meltdown » Sat, 24. Oct 09, 03:11

The new patch sparked my interest in X3TC again, and I've just patched the game to 2.5. I'm not going to play it right now (there are other games that I've delayed a lot longer), but I can work on the script a bit (but if you expect any sort of scheduled release, you're dreaming :P )

I'll see about the software; I'm not crazy about the idea, but I don't hate it either.
Keeping shields below 10% seems a good idea. I'm not sure if I have enough scripting skills to pull this off, but I'm going to try.

By the way: Nividium, I see you haven't added the fixed mods to the first post yet. Any chance you could do it? Many people are probably using the bugged versions since the fixes are only waaaay down in the thread.
Eat, drink and be merry, for tomorrow you may die.

Hieronymos
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Post by Hieronymos » Sat, 24. Oct 09, 03:19

Keeping shields below 10% seems a good idea. I'm not sure if I have enough scripting skills to pull this off, but I'm going to try.
Ask LV, he's already made a boarding ops script (HAT1.2a for X3R) that had exactly that coding component.

costi
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x3tc

Post by costi » Sat, 24. Oct 09, 08:54

With the addition of keeping shields below 10% and required SOS this script might be the perfect replacement for spacewalk boarding from an M6 :)

I assume it is possible to capture M6 and M7 with this?
Friendly fire is not so friendly.

Meltdown
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Post by Meltdown » Sat, 24. Oct 09, 13:59

costi wrote:I assume it is possible to capture M6 and M7 with this?
With version 1, you can cap them no problem. With version 2 you'll get them to eject, but you'll need to use the "change ownership" cheat script to claim them, because the game doesn't let you use the claim command on anything bigger than a fighter. The only real consequence of using the cheat script instead of the official claim command is that the number of capped ships in your stats doesn't increase, but that's hardly a serious problem.
Eat, drink and be merry, for tomorrow you may die.

m4t3y
Posts: 53
Joined: Sun, 22. Mar 09, 00:40

Post by m4t3y » Sat, 7. Nov 09, 14:41

really helpful script for beginners that have no experience with boarding....I just started a new game and this one together with find free ships script is really great boost to the new game when you have no money or ships. I've always started my game by getting some of the official ownerless ships to get some money to get jumpdrive and some essential stuff....in my previous game I was using some other claim ship script but forgot which one it was



and btw I capped two ownerless mammoths, one elephant and one centaur (M6) with this one (guess those were added by the find free ships script)

Nosferatu666rules
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Post by Nosferatu666rules » Fri, 13. Nov 09, 17:11

thnx for this, at first it seems like using this would be considered 'too easy' but the time it takes from beaming it over to the time it actualy becomes yours is long enough to disprove that, and getting the shields to 0 isn't that easy either,

(this is only considered too easy if you use it on the
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Yaki Orca for the Bali Gi mission, since the hull wont go below 93%)

Lord Bane
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x3tc

Post by Lord Bane » Wed, 27. Jan 10, 22:28

Computer component? as in the ware?

M3ds
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Post by M3ds » Wed, 27. Jan 10, 22:41

Its actually microchips you need but yes as in the ware. Make sure you get microchips though, it wont work with computer components. It takes one microchip for every ship hacked.

Sam Redstone
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xr

Post by Sam Redstone » Wed, 3. Feb 10, 08:18

Not quite accurate, there.

If you download the actual script which this thread is about, which was created by Nividium and linked in the first post, then you need Computer Components.

If you then downloaded the modified file by a different poster, named Meltdown, then you will need Microchips.

Someone correct me if I'm getting it wrong. I'm about to try this script out myself (I will be trying Meltdown's modified version).
"Will you please get me a couple of things?" ~ Mahi Ma

Every Boron dies. Squiddy McSquid truly lived.

Dragonessa
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Joined: Sun, 16. Dec 07, 02:23

Post by Dragonessa » Wed, 30. Jun 10, 09:36

I like this script. Makes sense that you could utilize that stupid transporter for something! :twisted: (You do need computer components by the way.)

The only negative seems to be if you have nothing targeted at all, you can still transport components... um... somewhere. Also some simple checks might be good. I can take over a UFO for instance. But perhaps that's a positive. (Though not much of one, you can't sell it or really fly it. One would think THAT would have been fixed in X3TC!)

For a suggestion.... if that Advanced Firewall software was more readily available AND on NPC ships, that should counter this. (Or perhaps just restrict larger ships?) It's true it's difficult to transport over to capital ships. Though I just managed to take over a TL. :D

Also an interesting idea would be letting the NPC's try this out on player ships and each other. Again though, that would mean having Firewall software and a "bit" more work. :o

Meltdown
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Post by Meltdown » Thu, 1. Jul 10, 16:00

Sam Redstone wrote:Not quite accurate, there.

If you download the actual script which this thread is about, which was created by Nividium and linked in the first post, then you need Computer Components.

If you then downloaded the modified file by a different poster, named Meltdown, then you will need Microchips.

Someone correct me if I'm getting it wrong. I'm about to try this script out myself (I will be trying Meltdown's modified version).
Correct. Nividium's version won't do you much good though, as the capped ships are essentially unusable.

Note that you still need Nividium's spk; you just replace the main script with mine.
Eat, drink and be merry, for tomorrow you may die.

Dragonessa
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Joined: Sun, 16. Dec 07, 02:23

Post by Dragonessa » Fri, 2. Jul 10, 02:52

Meltdown wrote:.....Nividium's version won't do you much good though, as the capped ships are essentially unusable......
Why is that? I've used this script. The captured ships seem just fine.

Meltdown
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Joined: Wed, 6. Nov 02, 20:31

Post by Meltdown » Fri, 2. Jul 10, 22:57

The AI routines don't reset, causing the captured ship to keep activating the autopilot every few seconds, doing what it was doing before it was capped. The ship is yours, but you can't order it around. Check last post on page 4 of this thread.

When I tested the script I was still using an old version of TC; it's possible that newer versions of the game fixed this problem. I also surmise it's possible that whether you get the error or not depends on the speed of your computer, as it's related to wait times (I solved it by artificially adding some wait time before the script command that clears the AI). Regardless, my modified versions change how the script works in other ways, which IMHO makes it less unbalanced and more enjoyable. YMMV. :)
Eat, drink and be merry, for tomorrow you may die.

Dragonessa
Posts: 15
Joined: Sun, 16. Dec 07, 02:23

Post by Dragonessa » Sat, 3. Jul 10, 06:33

Interesting. I've used this script quite a bit and haven't ever had any trouble like you described. Though, my machine is fast so maybe that's it.

KRM398
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Post by KRM398 » Wed, 14. Jul 10, 20:32

hmmm haven't played fro a while, got a new tc setup in, and this hack, and the manager says its in but the hot key never shows up..been through the set up three times, uninstalling and trying again, and checked the script editor in game just in case..its not there either as far as I can see, either way not working for me now, maybe a change in game since then.

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