[Simple-TUT]Set jump height by mapID

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  1. #1
    Valued Member dldanny05 is offline
    MemberRank
    Jun 2016 Join Date
    139Posts

    [Simple-TUT]Set jump height by mapID

    This is really simple code. SOmeone way find use of it!

    It allows you to set different jump heights in different maps.

    Search for

    Code:
     JumpVelocity  = 17;
    add below

    Code:
     if (Keyboard->IsPressed(kbsV) && (gClientLogic().m_gameInfo.mapId==GBGameInfo::MAPID_WZ_Colorado))                {                uberAnim_->StartJump();                JumpVelocity  = 20;                }
    You can change the MapID and the height of the jump. Like I said simple! Maybe good or useless. Depends on how you use it.

    Enjoy

    ---------------UPDATED--------------

    Small bug fix: The game things you are cheating when you hand in the air for too long.

    Search for : m_PlayerFlyingAntiCheatTimer >

    Change to m_PlayerFlyingAntiCheatTimer > 10.0f

    Works fine for me.

    If people are using the code and thinking it doesnt work. You have to hold V then jump using space to use the different jump height.
    Last edited by dldanny05; 01-03-17 at 08:29 PM. Reason: Bug fix


  2. #2
    Member kukk1 is offline
    MemberRank
    Dec 2015 Join Date
    Cold NorthLocation
    67Posts

    Re: [Simple-TUT]Set jump height by mapID

    bhop maps

  3. #3
    Valued Member Lomoda is online now
    MemberRank
    Oct 2017 Join Date
    127.0.0.1Location
    141Posts

    Re: [Simple-TUT]Set jump height by mapID

    How to make that it was possible to use only on a private server?

  4. #4
    Valued Member Arowsky is offline
    MemberRank
    Dec 2014 Join Date
    110Posts

    Re: [Simple-TUT]Set jump height by mapID

    delete this post pls
    Last edited by Arowsky; 11-05-18 at 10:04 AM. Reason: wrong thread

  5. #5
    Valued Member Lomoda is online now
    MemberRank
    Oct 2017 Join Date
    127.0.0.1Location
    141Posts
    Fix for this not need V+Space

    Found : // process jump after assigning InputAcceleration, so that we can predict where player will jump

    and add this code

    Code:
                else if (pl->bOnGround && (Keyboard->IsPressed(kbsV) || Gamepad->WasPressed(gpA))
                    && !crouching
                    && !proning
                    && !swimming
                    && !pl->IsJumpActive()
                    && prevAccel.z >= 0 /* prevent jump backward*/
                    )
                {
                    pl->StartJump();
                }
            }



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