Post: [RELEASE]Double Jump
08-15-2011, 10:52 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ahh The Cliche Released :P

Credit to ChraigChrist for the Idea. I DIDNT USE HIS CODING AT ALL!



    
DoubleJump()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if( self GetVelocity()[2] > 150 && !self isOnGround() )
{
wait .2;
self setvelocity(( self getVelocity()[0], self getVelocity()[1], self getVelocity()[2] ) + ( 0, 0, 250 ));
wait .8;
}
wait .1;
}
}


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The following 4 users say thank you to iBlueBerry for this useful post:

FourzerotwoFAILS, lovebros, SALOOTME, Skyl1n3
08-15-2011, 10:58 PM #2
Blackstorm
Veni. Vidi. Vici.
Credit to CraigChrist?
08-15-2011, 11:16 PM #3
Originally posted by Blackstorm View Post
Credit to CraigChrist?


I didnt use his Code :S

I got the idea yeh but from a totally different game :S

---------- Post added at 06:09 PM ---------- Previous post was at 06:05 PM ----------

Audio Swapped Bc some people coundnt view it.

Will upload old ver with decent music later >_<

---------- Post added at 06:16 PM ---------- Previous post was at 06:09 PM ----------

CraigChrists:

    
onPlayerMultijump()
{
self endon( "disconnect" );
self thread landsOnGround();
self notifyOnPlayerCommand( "action_made_+gostand", "+gostand" );

if(!isDefined(level.numOfMultijumps))
level.numOfMultijumps = 0;

for(;Winky Winky
{
currentNum = 0;
self waittill( "action_made_+gostand" );

if ( !isAlive( self ) )
{
self waittill("spawned_player");
continue;
}

if ( !self isOnGround() )
{
while( !self isOnGround() && isAlive( self ) && currentNum < level.numOfMultijumps)
{
waittillResult = self waittill_any( "action_made_+gostand", "landedOnGround", "disconnect", "death" );

if(waittillResult == "action_made_+gostand" && !self isOnGround() && isAlive( self ))
{
playerAngles = self getplayerangles();
playerVelocity = self getVelocity();
self setvelocity( (playerVelocity[0], playerVelocity[1], playerVelocity[2]/2 ) + anglestoforward( (270, playerAngles[1], playerAngles[2]) ) * getDvarInt( "jump_height" ) * ( ( (-1/39) * getDvarInt( "jump_height" ) ) + (17/2) ) * 1 );

currentNum++;
}
else
break;
}

while(!self isOnGround())
wait 0.05;
}
}
}

landsOnGround()
{
self endon( "disconnect" );
loopResult = true;
for(;Winky Winky
{
wait 0.05;
newResult = self isOnGround();
if(newResult != loopResult)
{
if(!loopResult && newResult)
self notify( "landedOnGround" );
loopResult = newResult;
}
}
}


Or mine. Idk which one you use but i clearly didnt steal his code.
08-15-2011, 11:35 PM #4
Blackstorm
Veni. Vidi. Vici.
Originally posted by iBlueBerry View Post
I didnt use his Code :S

I got the idea yeh but from a totally different game :S

---------- Post added at 06:09 PM ---------- Previous post was at 06:05 PM ----------

Audio Swapped Bc some people coundnt view it.

Will upload old ver with decent music later >_<

---------- Post added at 06:16 PM ---------- Previous post was at 06:09 PM ----------

CraigChrists:

    
onPlayerMultijump()
{
self endon( "disconnect" );
self thread landsOnGround();
self notifyOnPlayerCommand( "action_made_+gostand", "+gostand" );

if(!isDefined(level.numOfMultijumps))
level.numOfMultijumps = 0;

for(;Winky Winky
{
currentNum = 0;
self waittill( "action_made_+gostand" );

if ( !isAlive( self ) )
{
self waittill("spawned_player");
continue;
}

if ( !self isOnGround() )
{
while( !self isOnGround() && isAlive( self ) && currentNum < level.numOfMultijumps)
{
waittillResult = self waittill_any( "action_made_+gostand", "landedOnGround", "disconnect", "death" );

if(waittillResult == "action_made_+gostand" && !self isOnGround() && isAlive( self ))
{
playerAngles = self getplayerangles();
playerVelocity = self getVelocity();
self setvelocity( (playerVelocity[0], playerVelocity[1], playerVelocity[2]/2 ) + anglestoforward( (270, playerAngles[1], playerAngles[2]) ) * getDvarInt( "jump_height" ) * ( ( (-1/39) * getDvarInt( "jump_height" ) ) + (17/2) ) * 1 );

currentNum++;
}
else
break;
}

while(!self isOnGround())
wait 0.05;
}
}
}

landsOnGround()
{
self endon( "disconnect" );
loopResult = true;
for(;Winky Winky
{
wait 0.05;
newResult = self isOnGround();
if(newResult != loopResult)
{
if(!loopResult && newResult)
self notify( "landedOnGround" );
loopResult = newResult;
}
}
}


Or mine. Idk which one you use but i clearly didnt steal his code.



Sorry, I haven't seen his code until now. I just thought that you did some kinda port or something to W@W.

The following user thanked Blackstorm for this useful post:

SALOOTME
08-15-2011, 11:37 PM #5
Originally posted by Blackstorm View Post
Sorry, I haven't seen his code until now. I just thought that you did some kinda port or something to W@W.


Nooooooo.

I woulda given creds for that Smile im not a dick :P
08-16-2011, 09:28 AM #6
Karoolus
I'm the W@W Menu Guy !
nice Smile

the cool thing about this is that it can be activated for certain ppl only, not all players in the game Smile
08-16-2011, 06:08 PM #7
great man but i think i've seen something like this on se7ensins 4 mw2 but u can tell u coded it cause the code from mw2 looks nothing like ur code Smile

---------- Post added at 01:08 PM ---------- Previous post was at 01:06 PM ----------

And on mw2 it's called "Multi Jump"
08-16-2011, 06:10 PM #8
Hawkin
Lord of the Undead
Originally posted by iBlueBerry View Post
Ahh The Cliche Released :P
Credit to ChraigChrist for the Idea. I DIDNT USE HIS CODING AT ALL!


I wish it worked in Multiplayer. I wish they had SetVelocity, in MP, you can do so many cool things with SetVelocity
08-17-2011, 04:45 AM #9
Blackstorm
Veni. Vidi. Vici.
Originally posted by Hawkin View Post
I wish it worked in Multiplayer. I wish they had SetVelocity, in MP, you can do so many cool things with SetVelocity


It works on MP in MW2 I think.
08-17-2011, 03:16 PM #10
Hawkin
Lord of the Undead
Originally posted by Blackstorm View Post
It works on MP in MW2 I think.

Yeah on MW2 MP it does that is how I made the Zombies Fly. I just miss it terribly.

Sniff... :( Whimper...

The following 2 users say thank you to Hawkin for this useful post:

Como's Hoe #1, Karoolus

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