Hacking: Difference between revisions

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Added tips from Awesome Misc Stuff.
imported>Thundercoot
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imported>Kosmos
m (Added tips from Awesome Misc Stuff.)
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Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.


==Tips==
* You can get 1000 watt powercells out of space heaters for your evil needs.
* Hacking a camera:
** If you cut the Focus wire on a camera, it can only see two tiles.
** If you cut the Camera wire, it will show up as Cut on a Camera monitor and static for the AI.
** If you deconstruct the camera completely, it will not show up at all on the camera monitor. You don't need to cut the alarm wire, but you need to cut every other wire. Either way it doesn't matter, due to smashing/turning off lights being infinitely more effective without attracting attention.
* You don't need to cut a camera's power wire to disable it, you can just pulse it. This means you can attach a remote signaler to that wire and use a second signaler set to the same frequency and code to toggle the camera off and on.
* Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. I think it switches back to primary after 1 minute again. Best thing is pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.
* To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you've accidentally electrified a door, or shorted APC power.
* Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you've just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.
* Singularity’s EMP can be abused to short out lockers.
* Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with. The blast of a high or better will delete the stun baton too, leaving no scannable evidence. Prods won't delete though for whatever reason.
* You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb's turned on.
* There is a single power cable supplying the entire station with power. If you don't feel like spending crystals for a power sink and you don't get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.
* You can emag buttons to remove access from it.
* Wall-mounted flashers and portable flashers can be disabled with wirecutters.
* If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren't wearing internals.
* You can hack Suit Storage Units, change settings to make it mime fryer, stuff mime inside, turn on and get fried mime.
* You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you're doing it, or you'll shoot yourself in a similar manner to sawing a loaded shotgun.
* As a traitor engineer, you could easily do the following:
*# Go to a room, like a construction room, and find the APC's wire that shorts out the power.
*# Grab two signalers and adjust their frequencies.
*# Go to telecomms, in a hardsuit, and attach a signaler to the APC's power wire, which you found before. Close the APC and leave no traces.
*# You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.
* A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It'll block everything and most engineers don't know how to fix it.
* If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it'll take over ten minutes if they're experienced with how tcomms works. It'll probably force a shuttle call.
* Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won't work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.
* The Telecomms NTSL Scripting can REALLY Add to a Traitor AI round, Kill off someone important, Pretend to be them, Someone is Saying "Rogue" and "Kill" and "Traitor" over the radio? Replace those words with "Apple" or "Crayon" Someone found your BLUE APC? Make it so they can't say Blue, or better yet change it so they say Green instead. TL;DR NTSL Scripts are AWESOME.
* If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:
# Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
# Cut the bolt lights wire
# Cut the bolts wire
# Cut every other wire except the shock wire
# Cut the shock wire
:This makes it incredibly obnoxious to follow you - if they don't know the wires and don't have insulated gloves, they're SOL because even the AI can't help them pursue.
* Cutting the shock wire doesn't shock you, as far as I have been able to tell. Mending it, on the other hand....
* If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.
*Camera Bug:
** The camera bug Syndicate item has four different modifications that you can apply to it using various items for each but it can only store one of them at a time, you'll need to screwdriver it to remove the modifying item. It doesn't matter what modification is installed when you bug a camera meaning you can switch out the modifying item for another one to access different features. While these were all described in the completed code thread for this item the information given was minimal and the listed items were only temporary and aren't accurate anymore.
** The network mod which requires ANY kind of radio device (Yes, you can somehow fit an electropack inside), a remote signaler or a subspace transmitter basically turns it into a portable security camera console by connecting to the entire camera network with no need to actually bug any cameras. Note that it can only detect cameras that are on the SS13 network meaning constructed cameras using a different network name won't be picked up even if you've bugged them, you'll have to remove the network mod to see through a bugged camera that's using a different network. Also something to note is that while it detects cameras on other Z-levels with the SS13 network as existing it can only pick up camera signals from the Z-level you're in.
** The sabotage mod (Igniter, infrared emitter or subspace amplifier) EMP's a bugged camera at the press of a button for each singular camera which obviously disables it for a short period of time and removes the bug. While one may think to simply bug the cameras in an area you intend to say murder people in and then disable them when the time comes the AI will immediately be notified of the disabled cameras and will know exactly where shit might be going down. A better cover would be to bug as many cameras as possible and then disable them all at once effectively blinding the AI of much of the station.
** The advanced mod (Detective scanner, pAI or scanning module) allows you to track anybody that one of your bugged cameras detect although you'll need to manually follow them by switching to the next bugged camera that they're in view of. The tracking interface will automatically uPDAte every few seconds to tell you what if any bugged cameras detect them including if they leave your bugged camera coverage entirely and then return to it at any point. Note that you can only track people for as long as you keep the interface on the tracking menu, if you cancel tracking you can't resume it until they're detected again.
** The universal mod (Atmos analyzer, plant analyzer or subspace analyzer) allows you to view through any cameras bugged by another camera bug as each of them have their own little network separate from one another. Basically if there's another traitor running around bugging cameras you can also see through them which is fairly worthless as camera bugs aren't exactly a popular choice.
** Other little things about the camera bug include that each camera can only contain one bug, in order to remove a camera bug you simply use the camera bug on it again, bugging a camera leaves no traces of any sort at all and while you can't receive a signal from bugged cameras on other Z-levels you can still use modification features such as disable and detection with them.
* Put bombs in the backpacks of brain-dead or catatonic people. ADDED: Advanced version: Get mouse traps, connect one with signaler with set frequency, then make a bomb with signaler on the same frequency. Put both in backpack. Wear it or leave it somewhere/on someone. ADDED: Wizard Mode: Take your 6 max cap bomb and build 6 voice analyzers from an autolathe. Set the trigger words to "Pete", "beat", "chick", "chicky", "boom". Find 6 station bound radios, and place each of them in a backpack with a corresponding bomb hidden about the station. Sing the song that ends the station.
* The secret to hacking syndi bombs effectively is to remember that the only wire that doesn't do anything on pulse when the bomb isn't live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).
* You can wrench syndibombs to the ground so they can't be immediately picked up and spaced.
* Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.
* You can make "voice-bomb":attach Voice Analyzer with Remote Signalling Device and set frequency.
*# Make grenade, but dont use igniter+TIMER,use IGNITER+SIGNALLER and set for frequensy of your Voice+Signaller
*# Say your "special" word=BOOM!
*# SPECIAL:You can inject this bomb into your body with Voice+Signaller,in crit situation say "special" word and BOOM!
* The BYOND ticks are longer than a second, so in Syndicate Bombs; the reason they take so long to detonate is you set them to "60 seconds" and it's actually "60 ticks" giving you 2.5 minutes instead of 1.
* You can screwdriver air alarm panels open. There is a random wire that, when pulsed, will set all vents and scrubbers to panic syphon mode. You can even attach a signaller if atmos techs try to reset it. This is a surprisingly good way to get them arrested by security too.




[[Category:Guides]]
[[Category:Guides]]
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