Jump to content
Sign in to follow this  
raedor

Mapfact airport addon

Recommended Posts

Hmm, is there a non-registration link for this addon? It looks good.

Share this post


Link to post
Share on other sites

Indeed we need some mirrors or if someone thats registered could get it and send it to me i could add one via ofpr.com anyways cya and btw looks bloody perfect guys great work!

-BlackDeath

Share this post


Link to post
Share on other sites
Guest

A non-registration link would be great.

Looks superb!

Share this post


Link to post
Share on other sites

i've just d/loaded this pack, whats everyone moaning about, it doesn't take a sec to register then d/load. But if you want i'll send to ya just PM me with your e-mail address

Share this post


Link to post
Share on other sites

Great work guys !!! Your addons are superb !!!

fighter

biggrin_o.gif

Share this post


Link to post
Share on other sites
Guest

SUperb work on these mines!!! That's what the game needed!! smile_o.gif

Share this post


Link to post
Share on other sites

Good job, guys. I've been looking forward to this one. biggrin_o.gif

Edit: thanks for the mirror, DaSquade! smile_o.gif

Share this post


Link to post
Share on other sites
SUperb work on these mines!!! That's what the game needed!!  smile_o.gif

Indeed, but if the mines were released has a separate file they could be suplied with user made missions.

I noticed that if we pick a clay it doesnt show up in the soldiers inventory though, and i really like the tripwire with the flares, would be even better if the clays had tripwires too wink_o.gif . Overall great pack, great buildings, great everything biggrin_o.gif .

Share this post


Link to post
Share on other sites

Very good addon!

When placing the radar tower on the Tonal Airport, this happen:

MFRadarTower1.jpg

---

Other places works fine:

MFRadarTower2.jpg

MfG Lee smile_o.gif

Share this post


Link to post
Share on other sites

Could be a problem with the "ground level" on Tonal. The Radar-Tower is put together automaticle out of 2 parts (the tower itself and the radar-system on the top). If you place the tower in the editor a "internal" script (don't know ho to describe that better sad_o.gif ) starts and mounts the radar-system on the top of the tower.

Works fine on all islands i tested it (BIS-Islands, Trinity, Dravoc, Anylim, Dr.No's, etc) but i didn't test it on tonal until now.

Mfg MEDICUS

Share this post


Link to post
Share on other sites

This looks really sweet, I'm downloading right now.

Jeepee!! biggrin_o.gif lol

@CERO.

Share this post


Link to post
Share on other sites

why is mapfact all in german and why is the readme all in german?

could it be translated correctly?

Share this post


Link to post
Share on other sites

because they are german, though admitedly a bit in english would be handy

excelent quality though, i especially like the AP mines, no more long-winded use of triggers etc!

Share this post


Link to post
Share on other sites

I can't seem to find it in the Editor for some reason! Where exactly is it supposed to be?

Share this post


Link to post
Share on other sites
I can't seem to find it in the Editor for some reason! Where exactly is it supposed to be?

Empty/MapfactObjects

Mfg MEDICUS

Share this post


Link to post
Share on other sites

yes they are german but a common curisty would be to offer an english side for their site. and read me's

Share this post


Link to post
Share on other sites

im a bit confused about how a clench charge works and it looks like rockets are flying out of it when the charge is detonated wow_o.gif

Share this post


Link to post
Share on other sites

English ReadMe:

<span style='font-size:13pt;line-height:100%'>This is a free translation and not made by any member of the Mapfact-Team!!!!!

So for any mistaces, i'm sorry! It's not Mapfacts fault!</span>

Quote[/b] ]Mapfact Addon:   JOF_Objects1

Autor: JörgF / www.mapfact.net

Addons can be found under Empty/Mapfact Objects

WRP-Tool compatible objects:

Warehouse medium = JOF_Haus001.p3d

Warehouse small  = JOF_Haus002.p3d

Loading ramp    = JOF_Haus003.p3d

Silo            = JOF_Haus004.p3d

Tower           = JOF_Haus005.p3d

Radar Tower      = JOF_Haus006.p3d  

Airport       = JOF_Haus007.p3d

Radar           = JOF_Radar002.p3d  

Crane            = JOF_Kran.p3d

----Warehouse medium----------------------------------------------------------------------------

Editor Name        : Mineltd\Lagerhausmittel

CreateVehicle Name : JOF_Haus001

Model              : JOF_Haus001.p3d

Animation          : Component02, Component03

Script commands      : Name   animate ["Component02", 1]     (door open)

                    Name   animate ["Component02", 0]     (door closed)

                    Name   animate ["Component03", 1]     (door open)

                    Name   animate ["Component03", 0]     (door closed)

                     

----Warehouse small-----------------------------------------------------------------------------

Editor Name        : Mineltd\Lagerhausklein

CreateVehicle Name : JOF_Haus002

Model              : JOF_Haus002.p3d

Animation          : Component02, Component03, krandreh

Script commands      : Türen wie Lagerhausmittel

                    Name   animate ["krandreh", 1]     (Crane turns 360°)

                    Name   animate ["krandreh", 0.5]   (Crane turns 180°)

                    Name   animate ["krandreh", 0.25]  (Crane turns 45°)

                    etc.

----Crane---------------------------------------------------------------------------------

------

Editor Name        : Mineltd\Kran

CreateVehicle Name : JOF_Kran

Model              : JOF_Kran.p3d

Animation          : krandreh

Script commands     : Name   animate ["krandreh", 1]     (Crane turns 360°)

                    Name   animate ["krandreh", 0.5]   (Crane turns 180°)

                    Name   animate ["krandreh", 0.25]  (Crane turns 45°)

                    etc.

----Loading ramp-------------------------------------------------------------------------------

Editor Name        : Mineltd\Verladerampe

CreateVehicle Name : JOF_Haus003

Model              : JOF_Haus003.p3d

----Silo----------------------------------------------------------------------------------

-----

Editor Name        : Mineltd\Silo

CreateVehicle Name : JOF_Haus004

Model              : JOF_Haus004.p3d

----Tower---------------------------------------------------------------------------------

-----

Editor Name        : AIR\Tower

CreateVehicle Name : JOF_Haus005

Model              : JOF_Haus005.p3d

Animation          : Component02, Component03

Script commands     : Name   animate ["Component02", 1]     (door open)

                    Name   animate ["Component02", 0]     (door closed)

                    Name   animate ["Component03", 1]     (door open)

                    Name   animate ["Component03", 0]     (door closed)

                    Name   animate ["Component04", 1]     (door open)

                    Name   animate ["Component04", 0]     (door closed)

                    Name   animate ["Component05", 1]     (door open)

                    Name   animate ["Component05", 0]     (door closed)

                    Name   animate ["Component06", 1]     (door open)

                    Name   animate ["Component06", 0]     (door closed)

                    Name   animate ["Component07", 1]     (door open)

                    Name   animate ["Component07", 0]     (door closed)

                    Name   animate ["Component08", 1]     (door open)

                    Name   animate ["Component08", 0]     (door closed)

----Radar Tower---------------------------------------------------------------------------------

Editor Name        : AIR\Radar Turm

CreateVehicle Name : JOF_Haus006

Model              : JOF_Haus006.p3d

Animation          : Component02, Component03

Script commands     : Name   animate ["Component02", 1]     (door open)

                    Name   animate ["Component02", 0]     (door closed)

                   

!!! You don't need a script, if you place the Radar Tower in the editor !!!

!!! If you want to place the Radar Tower with an island-tool (WRP-Tool) on an island, you need the id of this object!!!!

Example: ID = 020069

start script:  [(object 020069)] exec "\JOF_Objects1\Radar.sqs"          !!!

                   

----Airport-------------------------------------------------------------------------------

---

Editor Name        : AIR\Flughafen

CreateVehicle Name : JOF_Haus007

Model              : JOF_Haus007.p3d

----Radar---------------------------------------------------------------------------------

-----

Editor Name        : AIR\Radar

CreateVehicle Name : JOF_Radar002

Model              : JOF_Radar002.p3d

Animation          : Name exec "\JOF_Objects1\Radar.sqs"

!!! You don't need a script, if you place this object in the editor (or with createvehicle  !!!

!!! If you want to place the Radar with an island-tool (WRP-Tool) on an island, you need the id of this object!!!!

Example: ID = 004569

start script:   [(object 004569)] exec "\JOF_Objects1\Radar.sqs"     !!!

-- Minen --------------------------------------------------------------------------------------

...................................................................................

----Claymore------------------------------------------------------------------------------

-----

Editor Name        : Mine\Claymore

CreateVehicle Name : JOF_Claymore

Animation          : Claymore

                   

Script commands      : Name   animate ["Claymore", 1]     (deactivate Claymore)

                    Name   animate ["Claymore", 0]     (activate Claymore)

Hint:

If you want to place a Claymore next to an ammocrade, write this in the init-line of the Claymore:   this animate ["Claymore", 1]    !

----AP Mine-----------------------------------------------------------------------------------

Editor Name        : Mine\AP Mine

CreateVehicle Name : JOF_AP_Mine

Animation          : AP_Mine

                   

Script commands     : Name   animate ["AP_Mine", 1]     (deactivate AP Mine)

                    Name   animate ["AP_Mine", 0]     (activate AP Mine)

Hint:

If you want to place a AP Mine next to an ammocrade, write this in the init-line of the AP Mine:   this animate ["AP_Mine", 1]    !

 

----Flare Mine-----------------------------------------------------------------------------------

Editor Name        : Mine\Leucht_Mine (Flare Mine)

CreateVehicle Name : JOF_Leucht_Mine

Animation          : Leucht_Mine,aus

                   

Script commands      : Name   animate ["Leucht_Mine", 1]     (deactivate Flare Mine)

                    Name   animate ["Leucht_Mine", 0]     (activate Flare Mine)

                    Name   animate ["aus", 1]     (fire Flare Mine)

Hint:

If you want to place a Flare Mine next to an ammocrade, write this in the init-line of the Flare Mine:   this animate ["Leucht_Mine", 1]    !

----Clenched charge-----------------------------------------------------------------------------------

Editor Name        : Mine\Geballte Ladung (Clenched charge)

CreateVehicle Name : JOF_Ladung

Animation          : Antenne

                   

Script commands     : Name   animate ["Antenne", 1]     (deactivate Clenched charge)

                    Name   animate ["Antenne", 0]     (activate Clenched charge)

Hint:

If you want to place a Clenched charge next to an ammocrade, write this in the init-line of the Clenched charge:   this animate ["AP_Mine", 1]    !

<span style='font-size:13pt;line-height:100%'>This is a free translation and not made by any member of the Mapfact-Team!!!!!

So for any mistaces, i'm sorry! It's not Mapfacts fault!</span>

Mfg MEDICUS

Share this post


Link to post
Share on other sites
im a bit confused about how a clench charge works and it looks like rockets are flying out of it when the charge is detonated  wow_o.gif

just dont try to disactive mines from the front biggrin_o.gif

Tell them nice things and slowly aproach from the back.

This pack is amazing, Txs

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×