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Double Jump


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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 08-10-2009 , 19:37   Re: Double Jump
Reply With Quote #11

Quote:
Originally Posted by paegus View Post
is there a similar function (OnPlayerStateChange?) to catch flag changes for say FL_ONGROUND?
I don't think so.

Quote:
Originally Posted by paegus View Post
otherwise there would need to be a scan to find when that state changes to catch the 1st jump. even if OnPlayerRunCmd() fires before the player's flags change you still need to detect the landing again to reset the jump count properly.
That's true, I forgot about that. There has to be a workaround though, as doing it OnGameFrame seems a bit over the top.
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paegus
Senior Member
Join Date: Nov 2004
Location: Extreme low earth orbit
Old 08-11-2009 , 06:32   Re: Double Jump
Reply With Quote #12

Quote:
Originally Posted by bl4nk View Post
...
the closest i've come revolves around whether or not OnPlayerRunCmd fires before or after the server's frame ticks over. if it fires beforehand then FL_ONGROUND would still be set on the initial jump. landing detection would be unimportant in that case since you started from the ground. subsequent jumps would be treated accordingly...

on the other hand if OnPlayerRunCmd fires afterward then the client will, as the current OnGameFrame method, always lack the grounded flag when +jump is detected. so we're sort of stuck. one could use a timer to reset the re-jump value and just ignore the grounded state. but timers are messy for this sort of thing imo and then if you fell off something you could spam jumps just before you hit the ground and depending on implementation either reduce your fall damage or remove it completely.

i suppose i'll have to muck about with the dev build and find out when it fires... if after then a feature request may be in order.

e: OnPlayerRunCmd doesn't seem to work at all in rev2767... at least for Hidden:Source
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Last edited by paegus; 08-11-2009 at 08:12.
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 08-12-2009 , 01:37   Re: Double Jump
Reply With Quote #13

That's probably because there are only offsets for PlayerRunCmd for TF2 and CSS.

Oh yeah, approved.
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TheSilentBeast
New Member
Join Date: Sep 2009
Old 09-10-2009 , 23:59   Re: Double Jump
Reply With Quote #14

So would this be an option for a DoD:S server?
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paegus
Senior Member
Join Date: Nov 2004
Location: Extreme low earth orbit
Old 09-11-2009 , 04:27   Re: Double Jump
Reply With Quote #15

only one way to find out

as for the OnPlayerRunCmd, I've tried adding the offsets but i think they've changed since the list was posted in the wiki. and unfortunately i don't have what's required to find them.
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TheSilentBeast
New Member
Join Date: Sep 2009
Old 09-11-2009 , 22:49   Re: Double Jump
Reply With Quote #16

Tested it out, this does work on Day of Defeat Source, very well I might add. Thanks to uploader. Our 1.3 server has 7 jump so now we can make the servers match up.
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help_im_upside_down
Junior Member
Join Date: Feb 2010
Location: New York City
Old 03-15-2010 , 06:26   Re: Double Jump
Reply With Quote #17

Works great on my L4D2 server
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 03-15-2010 , 20:14   Re: Double Jump
Reply With Quote #18

would it be too big a deal to add an admin flag?... this would make a good donator/VIP perk for our community servers
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esquenoas
Member
Join Date: Jun 2009
Old 03-17-2010 , 15:04   Re: Double Jump
Reply With Quote #19

Hey man this is cool, can you make it for admin only please? Salutes, esquenoas.
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Dennis3090
Member
Join Date: May 2010
Old 06-03-2010 , 19:03   Re: Double Jump
Reply With Quote #20

For what Game/Mod is this Double Jump Plugin/script ?
Cause i own a Half Life 2 Deathmatch Roleplay Server and i want doublejump on it.

greets,

Dennis
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