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Contraband question

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Post Wed Jun 11, 2003 2:35 pm

Contraband question

I'm making a mod and I want to include some equipment (a torpedo launcher and a thruster) that will be considered contraband... Can you make equipment contraband? or just cargo? I'm still a bit new to modding FL so if my question is answered elsewhere, could someone please point me in the right direction?

If I go back and time and kill my grandparents, what will happen?

Post Wed Jun 11, 2003 5:19 pm

I don't know if its possible for equipment to be contraband. But even if it does, you can't jettison equipped items so you'd always have to fight them.

But you can always try. Contraband is defined in missions\faction_prop.ini.
Each police and navy faction has these 2 contraband defined:

scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2

You can add stuff the cops will search for by putting a new line like this (each police and navy faction can have its own search list). I don't know what the number does, its 0, 1 or 2 in all scan lines.

You can add stuff the criminals want to steal from you the same way.

Post Fri Jun 13, 2003 10:38 am

I don't want the person to be able to jettison the equipment anyways... If ANYONE paid for that equipment to be put on their ship, they're not going to want to jettison it just to avoid a fight, especially when it will give them a rather good edge in that fight or getting away from it... And it's going to be extremely expensive...

If I go back and time and kill my grandparents, what will happen?

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