# Hijack
Normally a recording plays back as something you can walk through. Hijacking makes it solid. Every NPC in the scene becomes a real player you can hit, that hits back, that gets knocked around and drops its inventory when it dies.
The fight itself gets recorded, so you end up with footage of you fighting the recording.
## Starting one
```
/recap hijack arena-replay
```
Everyone in the scene turns up standing on their recorded path, ready to fight. They do whatever the original player did, and if that included swinging a sword, they'll swing it at you. Minecraft handles the damage, knockback and loot exactly as it would for a real player.
Bring the whole server:
```
/recap hijack arena-replay @a
```
Everyone hijacks the same scene, and each person gets their own recording of their fight.
## Ending it
| What you type | What happens |
|---|---|
| `/recap stop` | Saves everything and updates the scene |
| `/recap cancel` | Ends it and keeps nothing |
| `--stop-on-end` at the start | Ends by itself when the scene runs out |
Dying or disconnecting ends your hijack automatically.
## What you end up with
Two recordings per person. One of you, and one of the NPCs you fought, capturing how they reacted to being hit.
When you stop, the scene updates itself:
- NPCs you actually fought are replaced by the version that fought back
- NPCs you walked past are left exactly as they were
- Your own run is added to the scene
Your run gets added in a form that plays back normally but can't be fought. There's a good reason for that. If it were fightable, hijacking the same scene a second time would put a killable copy of past-you in the arena, and a sweep attack would kill both the real target and the old copy, doubling the drops every lap.
Instead, past laps come back as ghosts. You can watch every previous run happening alongside your live one, which looks great, and nothing drops twice.
## Keeping the original safe
Hijacking edits the scene you hijacked. If you'd rather keep it untouched and put the results somewhere new:
```
/recap hijack arena-replay --new arena-replay-lap2
```
`-n` is the short form. Good for comparing attempts side by side instead of stacking them.
## Hands-off capture
```
/recap hijack arena-replay --stop-on-end
```
The hijack finishes on its own the moment the scene's last recording runs out, saving exactly as though you'd typed `/recap stop`. `--soe` is the short form, and it works with `--new`.
Useful when you're filming and don't want to break character to type a stop command.
## Changed your mind afterwards
```
/recap revert
/recap revert arena-replay
/recap revert --maintain
```
That puts the scene back the way it was before the last hijack. `--maintain` keeps the fight recordings on disk and only undoes the scene.
## A note on busy scenes
When you're fighting a crowd, you'll see real crit and hit effects from your own blows on top of whatever the original recording captured. Past laps deliberately keep quiet: no damage hearts, no crit particles, no hit sounds. Otherwise a five-lap scene would show the same punch landing five times over.
## See Also
- [[Recap/Server Owners/Features/Scenes]]
- [[Recap/Developers/Hijack Architecture]]