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[Script] Kill All Ships (but mine)
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JMCorp



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Joined: 21 Apr 2005
Posts: 1337 on topic

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PostPosted: Fri, 12. Dec 08, 22:28    Post subject: [Script] Kill All Ships (but mine) Reply with quote Print

this script when run will kill all the ships in the universe.

everyones.

even the hidden ships.

*it will leave yours though, which i find handy*

you do have to know where to put it, you have to know how to enable the script editor, and how to run a script. but because i have seen more than one person ask for it, here it is!

this script also happens to be very handy when your system boggs down really bad and gets to like 2-3 fps for no apparrent reason... run this script and you'll be back in business... till the next time some random ship somewhere decides to soak up all your cpu with a runaway script.

killships.zip

run the script named a.jmc.kill.all.ships

*disclaimer* this script comes with no warranty implied or otherwise, use at your own risk. i will also most likely not change the script so dont ask.

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Ikaruga





Joined: 30 Jan 2004
Posts: 366 on topic
Location: France, Lyon
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PostPosted: Fri, 12. Dec 08, 23:16    Post subject: Reply with quote Print

Thanks a lot, this is exactly what I needed Very Happy

I'll try it as soon as I can.

Of course, new ships should be created soon after thanks to the jobs, right ?

Oh, by the way, will plot ships respawn too ? (Goner Ozias, Exterminator...)[/spoiler]


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JMCorp



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PostPosted: Fri, 12. Dec 08, 23:28    Post subject: Reply with quote Print

i know the exterminator is still there so either he's invulnerable or he respawns. most plot devices are invuln tho.

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Ikaruga





Joined: 30 Jan 2004
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Location: France, Lyon
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PostPosted: Mon, 15. Dec 08, 09:10    Post subject: Reply with quote Print

Hi, thanks for your script, I tried it and it worked perfectly.

It solved the problem I had (some ships "carrying" old code from another script, which was freezing my game)

However,

Spoiler

I'm at the Goner Mission where I have to follow a piarte ship to its base :

Spoiler


when I ran your script, I got a message telling me "Oh no, you let it get away !"

And a few minutes after, I received another message saying "I found another ship, its name is "L0xxx@Mxxxx" , and instantly after another message sayiing "Oh no, you let it get away !"

So, I can't continue the mission. Neither can I abort it since it's a plot mission.

What can I do ?

Thanks in advance


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slickdrac





Joined: 11 Dec 2008
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PostPosted: Wed, 17. Dec 08, 03:13    Post subject: Reply with quote Print

Can you do this with stations too?

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CanadianBrit





Joined: 06 Nov 2002
Posts: 1224 on topic
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PostPosted: Wed, 17. Dec 08, 05:02    Post subject: Reply with quote Print

slickdrac wrote:
Can you do this with stations too?


So you want no ships and no stations eh?

So you'll have a completely empty universe:

Nothing to kill
Nothing to trade with
Nothing to buy your products
Nothing to buy resources from
Nothing to kill to increase your fighting status
No workable plots
No where to renew your ships

So how about buying a new game! Cos clearly this one isn't for you!!

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eladan





Joined: 07 Jan 2006
Posts: 5307 on topic
Location: Sunshine Coast, Australia
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PostPosted: Wed, 17. Dec 08, 05:12    Post subject: Reply with quote Print

Tone it down... I can see that there would be potential uses for something like that, although if you simply want to remove a hostile station or three you'd be best using the cheat scripts.

CanadianBrit wrote:
So you'll have a completely empty universe

Initially, yes, but it wouldn't take all that long to come back to life. It would be considerably emptier than usual for longer than that though.

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apricotslice





Joined: 16 May 2004
Posts: 13628 on topic
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PostPosted: Thu, 18. Dec 08, 03:02    Post subject: Reply with quote Print

Using this in the middle of running the plot would be a very bad idea.

The plot creates its own ships in places, and if you kill these, the plot scripts will still be running, but the ships wont be there. Its unlikely the ships would respawn either, since the scripts already running would assume they are still there.

Personally, I think a mechanism to identify and terminate running scripts that are causing problems would be a lot more useful.


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slickdrac





Joined: 11 Dec 2008
Posts: 24 on topic

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PostPosted: Thu, 18. Dec 08, 22:17    Post subject: Reply with quote Print

CanadianBrit wrote:

So you want no ships and no stations eh?

So you'll have a completely empty universe:

Nothing to kill
Nothing to trade with
Nothing to buy your products
Nothing to buy resources from
Nothing to kill to increase your fighting status
No workable plots
No where to renew your ships

So how about buying a new game! Cos clearly this one isn't for you!!


Or, you know, I could just want to create my own custom battles and such and want as much free resources as possible. But go right ahead

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Spitfire396





Joined: 23 Jan 2009
Posts: 13 on topic

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PostPosted: Mon, 9. Feb 09, 17:18    Post subject: Reply with quote Print

will all ships in the entire x-universe been destroyd, or only the ships in one sector?

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UnderLord





Joined: 18 Feb 2006
Posts: 323 on topic

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PostPosted: Thu, 4. Jun 09, 01:57    Post subject: Re: [Script] Kill All Ships (but mine) Reply with quote Print

JMCorp wrote:
this script when run will kill all the ships in the universe.

everyones.

even the hidden ships.

*it will leave yours though, which i find handy*


Yes all ships and i'd assume the ships you bought too only the ship your currently in will be saved.


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Gripen





Joined: 12 Jun 2009
Posts: 88 on topic

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PostPosted: Sat, 13. Mar 10, 23:31    Post subject: Reply with quote Print

Was trying to download this, but the filesize is 0byte?

Anyone care to reupload this, would be appreciated Smile

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mace24de





Joined: 15 Jan 2006
Posts: 229 on topic

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PostPosted: Sun, 14. Mar 10, 01:46    Post subject: Reply with quote Print

Gripen wrote:
Was trying to download this, but the filesize is 0byte?

Anyone care to reupload this, would be appreciated Smile


Here you go Smile

http://depositfiles.com/files/zr3exrqz6

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Gripen





Joined: 12 Jun 2009
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PostPosted: Sun, 14. Mar 10, 10:28    Post subject: Reply with quote Print

Sweet! Thanks!

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jimhsu77479





Joined: 25 Nov 2007



PostPosted: Sun, 14. Mar 10, 10:43    Post subject: Reply with quote Print

apricotslice wrote:
Using this in the middle of running the plot would be a very bad idea.

The plot creates its own ships in places, and if you kill these, the plot scripts will still be running, but the ships wont be there. Its unlikely the ships would respawn either, since the scripts already running would assume they are still there.

Personally, I think a mechanism to identify and terminate running scripts that are causing problems would be a lot more useful.


This is sorely needed. Is there any sort of script profiler or performance monitor for the thousands of scripts that are running simultaneously?

Also, the script could be tuned by restricting destruction to 1 sector, 1 race, 1 ship type, etc... Maybe you could use the handy menu system to help. For example, I spent hours with the script editor destroying ships until I narrowed my performance hog down to particular TLs in particular systems deploying jump gates (script).

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