raedor 8 Posted April 4, 2004 here you go: download. in this pbo are the mining buildings, some new mines and the airport addons. german description mines: airport addon: Share this post Link to post Share on other sites
Gollum1 0 Posted April 4, 2004 Hmm, is there a non-registration link for this addon? It looks good. Share this post Link to post Share on other sites
-BlackDeath- 0 Posted April 4, 2004 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 Posted April 4, 2004 A non-registration link would be great. Looks superb! Share this post Link to post Share on other sites
Soul Catcher 0 Posted April 4, 2004 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
fighter 0 Posted April 4, 2004 Great work guys !!! Your addons are superb !!! fighter Share this post Link to post Share on other sites
DaSquade 0 Posted April 4, 2004 Very nice pack  Thanks Mapfact Edit: added temp. link JOF_Objects1.zip Share this post Link to post Share on other sites
sniperuk02 0 Posted April 4, 2004 these are very good but its almost impossible to place them in wrp Share this post Link to post Share on other sites
Guest Posted April 4, 2004 SUperb work on these mines!!! That's what the game needed!! Share this post Link to post Share on other sites
ag_smith 0 Posted April 4, 2004 Good job, guys. I've been looking forward to this one. Edit: thanks for the mirror, DaSquade! Share this post Link to post Share on other sites
Heatseeker 0 Posted April 4, 2004 SUperb work on these mines!!! That's what the game needed!! Â 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 . Overall great pack, great buildings, great everything . Share this post Link to post Share on other sites
-75th-Wacky_Iraqi-LtC- 0 Posted April 4, 2004 I've been waiting for a long time for these!!! Nice work Mapfact Team!!!!! P.S. Thanks for the mirror DaSquade Share this post Link to post Share on other sites
-75th-Wacky_Iraqi-LtC- 0 Posted April 4, 2004 When I was extracting the file, it said that a file with the same name was already there (though it was a smaller file) Did anybody else have my problem? Share this post Link to post Share on other sites
lee_h._oswald 0 Posted April 4, 2004 Very good addon! When placing the radar tower on the Tonal Airport, this happen: --- Other places works fine: MfG Lee Share this post Link to post Share on other sites
MEDICUS 0 Posted April 4, 2004 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 ) 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
@cero 0 Posted April 4, 2004 This looks really sweet, I'm downloading right now. Jeepee!! lol @CERO. Share this post Link to post Share on other sites
calm_terror 0 Posted April 4, 2004 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
acidcrash 0 Posted April 4, 2004 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
Antichrist 0 Posted April 4, 2004 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
MEDICUS 0 Posted April 4, 2004 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
calm_terror 0 Posted April 4, 2004 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
ni-mh 0 Posted April 5, 2004 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 Share this post Link to post Share on other sites
MEDICUS 0 Posted April 5, 2004 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_Objects1Autor: 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
bonko the sane 2 Posted April 5, 2004 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  just dont try to disactive mines from the front 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