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Shipjacker Project
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Burianek





Joined: 29 Dec 2003
Posts: 2925 on topic
Location: Chicago, IL
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PostPosted: Sun, 16. Jan 05, 07:12    Post subject: Reply with quote Print

Strawdog wrote:
Disappearing script happens to me too (European v1.4 patch + AL update + official scripts + my own compilation mod installed; all seem to work without clashes)


Just a note krashkart, if you reference a specific object in the universe in your script, the script will not save properly. This can lead to disappearing behavior. This is a feature actually, becuase a script must be able to run on all games, and who's to say if every game has that same universe object in it. You need to use find commands first to get the object, you can't just enter: Argon IRE Forge [Home of Light] or whatever.


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Legion400





Joined: 11 Oct 2004
Posts: 1161 on topic
Location: Gosport in Uk :P
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PostPosted: Sun, 16. Jan 05, 12:54    Post subject: Reply with quote Print

It be sweet if you could add all those things in a station that you can blow up while flying outta there.

(Intro)

Also when flying out the station at high speed id say any one who isnt a such a gd pilot while have there ship splatted on the inside the station


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KrashKart





Joined: 30 Oct 2004
Posts: 22 on topic

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PostPosted: Sun, 16. Jan 05, 16:33    Post subject: Reply with quote Print

nightfullyDARK wrote:
ehm.. the MSCI handbook mentions something about language files, in the /t folder, are needed to make the script work on people with other versions than your own.... How ever I really didn't understand a thing that was explained about language files so I could most likely be wrong.


Yes, the first two numbers represent part of the countrys' international area code (or something like that), so 44xxxx.xml would be the language file for the States. That's where all the text for ship commands goes, then a setup script ties the command(s) to your command script ... I think that's how it works.

Burianek. I don't remember referencing anything specific in the original, but I will check again to be sure.


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NZ-Wanderer





Joined: 05 Aug 2004
Posts: 528 on topic
Location: Christchurch, New Zealand
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PostPosted: Wed, 19. Jan 05, 03:15    Post subject: Reply with quote Print

Call me over-anxious but just wondering how the little update is coming along so I will be able to see the shipjacking command in the editor??

Not meaning to put any pressure on you at all Laughing Laughing


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Fingers_za





Joined: 06 Jan 2005
Posts: 43 on topic
Location: South Africa
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modified
PostPosted: Wed, 19. Jan 05, 11:33    Post subject: Reply with quote Print

HI to everyone on the thread,

Krash, I wrote a script calles ShipBooster, you might want to look at it and maybe combine it with yours, ShipBooster is almost complete but still needs some work ..

Basic Rundown is as follows...

You have a chance of boosting a ship (Variables for the chance include Class of ship, Successful boosts by you, Docked or flying, Components you want to fry trying to boost the ship)
ONLY M5,M4,M3,TP,TS Can be boosted but You need to boost about 200 M5's before you even have a chance at a M4.
If you fail you could trip an alarm, If the ship is docked the station sends a patrol, If the ship is flying then the pilot takes it that you attacked them and the attack you.
If you succeed (Work In Progress Here) then you have +/- 30s to get into the ship, then you need to have it reregistered to you at a pirate base, but after a minute or 2 on the run the sectors send patrols after you. If you get out the ship before you regegister the ship, you lose it.

Well that's basically it, let me know if you want to look at it.
(It's not complete yet, but I'm working on it)

PS ... If you need help on yours just shout ...


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X2 - ShipBooster Thread
X3 - ShipBooster under development...
Link to download the latest release can be found on the thread main post.

WARNING: Boosting is for those whom like to live on the edge...


Last edited by Fingers_za on Fri, 28. Jan 05, 09:23; edited 1 time in total
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Strawdog





Joined: 03 Feb 2004
Posts: 8 on topic
Location: UK
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PostPosted: Sat, 22. Jan 05, 03:04    Post subject: Reply with quote Print

*bump* Any news KrashKart?


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Malestorm





Joined: 28 Oct 2004
Posts: 3 on topic

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PostPosted: Mon, 24. Jan 05, 21:16    Post subject: Reply with quote Print

Maybe you could use bording parties to capture capital ships. Maybe hire marines or buy/capture slaves. When you capture a ship a certain percentage of them die so you have to buy more slaves. And the marines you have to pay. That way its not just a one time investment. Smile What do you think?

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NZ-Wanderer





Joined: 05 Aug 2004
Posts: 528 on topic
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PostPosted: Thu, 27. Jan 05, 20:38    Post subject: Reply with quote Print

Captial Ships sound like a good idea, but I think Krashkart is still working on getting the script running right for the small ships inside the stations first. Smile

(yea, this was mainly posted so the thread wouldn't be forgotton and to let KK know we still interested Smile Smile


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greenday_dude





Joined: 20 Oct 2004
Posts: 44 on topic

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PostPosted: Sun, 30. Jan 05, 18:52    Post subject: Reply with quote Print

Hey,
I also cant find the command. Ive made sure its in the script directory put it doesnt show up... i tried loading a script from the script directory but in says input strip and i donno wat that means. is shipjacker 1.0a the latest version? Anyway sounds like a great idea and i wanna start the game again as a criminal and the shipjacker script would be ideal. Any help would be greatly appreciated.

Peace Out -Mark


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NZ-Wanderer





Joined: 05 Aug 2004
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PostPosted: Sun, 30. Jan 05, 20:31    Post subject: Reply with quote Print

As far as I'm aware 1.0a is the latest..

Not seen nor heard from krashkart for quite a while, so am presuming he still on holidays.

I've been holding off playing as well, as I really want to try this script out (I sitting in a nice station with juicy transports just waiting to be "borrowed" with my innocent little Titan sitting right outside incase of problems Twisted Evil )


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greenday_dude





Joined: 20 Oct 2004
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PostPosted: Mon, 21. Mar 05, 23:43    Post subject: Reply with quote Print

Anymore news on this?????


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8 TS (Various)
1 Manta
1 Iguana
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1 Sun Oil Refinery (Dukes Domain)
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Burianek





Joined: 29 Dec 2003
Posts: 2925 on topic
Location: Chicago, IL
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PostPosted: Tue, 22. Mar 05, 03:06    Post subject: Reply with quote Print

not recently.
there is a script listed in the index of unsigned scripts thread at the top of this forum called shipbooster though, I think it's written along the same lines. You might try that out.
Cheers.


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thutmose





Joined: 07 Sep 2006

Location: Slovakia

PostPosted: Sun, 10. Sep 06, 23:16    Post subject: Reply with quote Print

well, I have a little problem.
My game (story line) id done. Now i'm working on Odyseus...need money. In sector Getsu Fune i've accomplished some BBS mission like Cartel Ransom...but it was done in different way...

After I accepted the mission, fly off from station and shot down the little M5 with person i had to kill. The other 4 escorts ships attacked me, i've destroyed them...but the 5th ship is without a pilot...but when i look at the info screen of that ship, ther's the name of the pilot i've killed in M5. It's there with no speed...stands there. Te ships are 4 Orcas, 2 Centaurs, 1 Dragon.
Is it possible to capture ship like this?

P.S. sorry for my engllish...

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Ap0phis





Joined: 14 Jul 2010



PostPosted: Fri, 16. Jul 10, 18:39    Post subject: Reply with quote Print

*bump* sorry for bumping but the link does not work Sad

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Zeron-mk7





Joined: 23 Feb 2008
Posts: 487 on topic
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PostPosted: Fri, 16. Jul 10, 18:58    Post subject: Reply with quote Print

This script are here in Baubsmyth's Archive


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