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Trying to get jump height to work D:

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Created 11 years ago
by brandontr3
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Did anyone find out how to jump high or "exojump"
I know this has to go in my gsc "SetDvar("jump_height", AMOUNT);" and i was told to put it in main() by itself and not in another function. And i tried that but i most likely did it incorrectly. Imma post my gsc here would someone be able to look through it and tell me where the correct place would be?

Code Snippet
Plaintext
//================================================================================================
// Script Placer Z
// By JR-Imagine
// Visit CoDScript for support: [url=http://codscript.net]http://codscript.net[/url]
//================================================================================================


// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombies_theepidemicmap_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombies_theepidemicmap_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.random_pandora_box_start = false;
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();

maps\_zombiemode::main();

maps\_zombiemode_perks_black_ops::bo_perks_thread();

//thread anti_cheat();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
add_adjacent_zone( "zone4", "zone5", "enter_zone5" );
add_adjacent_zone( "zone5", "zone6", "enter_zone6" );
add_adjacent_zone( "zone6", "zone7", "enter_zone7" );
add_adjacent_zone( "zone7", "zone8", "enter_zone8" );
add_adjacent_zone( "zone8", "zone9", "enter_zone9" );
add_adjacent_zone( "zone9", "zone10", "enter_zone10" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");


// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius"); 
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;
}
}
Last Edit: May 10, 2015, 08:53:45 am by lukkie1998
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The way to set it would be:

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player setclientdvar( "jump_height", "800" );

You could add it in _zombiemode.gsc for example, inside   onPlayerConnect_clientDvars()

Code Snippet
Plaintext
onPlayerConnect_clientDvars()
{
self SetClientDvars( "cg_deadChatWithDead", "1",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "1",
"cg_everyoneHearsEveryone", "1",
"compass", "0",
"hud_showStance", "0",
"cg_thirdPerson", "0",
"cg_fov", "65",
"cg_thirdPersonAngle", "0",
"ammoCounterHide", "0",
"miniscoreboardhide", "0",
"jump_height", "1000",                      //  <-- like this
"ui_hud_hardcore", "0" );

self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
}
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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you can set depth of field!? why the hell have i been using some third party app to make multiscreen work properly!?

lol, thanks stuffy, you helped by accident lol
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I tried this and got a maps/ugx_modder_help error. Did i do it wrong? Is it supposed ot look like this?

Code Snippet
Plaintext
//=======================================================================================

=========
// Script Placer Z
// By JR-Imagine
// Visit CoDScript for support: http://codscript.net
//=======================================================================================

=========


// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_testmap_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_testmap_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You

Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be

set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In

Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.random_pandora_box_start = false;
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();

maps\_zombiemode::main();

maps\_zombiemode_perks_black_ops::bo_perks_thread();

thread anti_cheat();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone",

"enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone",

"enter_outside_east" );
}

anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");


// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius"); 
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;
}

onPlayerConnect_clientDvars()
{
self SetClientDvars( "cg_deadChatWithDead", "1",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "1",
"cg_everyoneHearsEveryone", "1",
"compass", "0",
"hud_showStance", "0",
"cg_thirdPerson", "0",
"cg_fov", "65",
"cg_thirdPersonAngle", "0",
"ammoCounterHide", "0",
"miniscoreboardhide", "0",
"jump_height", "1000",                      //  <-- like this
"ui_hud_hardcore", "0" );

self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
 }
}
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He said in _zombiemode.gsc, not in mapname.gsc, you just need to add that one line where that same function is
Last Edit: May 10, 2015, 06:25:32 pm by HitmanVere
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;D

Ffs, me. Trying to help people in forums, chat, Skype and TS seems to not be good for me :please: Fixed
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Wow i didnt even think lol thanks
I keep getting the maps/ugx modder_help error
I tried compiling a new map and it does that for every map i make
Why? :(
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Wow i didnt even think lol thanks
I keep getting the maps/ugx modder_help error
I tried compiling a new map and it does that for every map i make
Why? :(

You mean this? http://ugx-mods.com/forum/index.php?topic=6609.msg72118#msg72118
Right click on the image, if its broken, that way you can see error
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Mine says:
Error:
Server script compile error
Could not find script 'maps/ugx_modder_help'
(see console for details)

Double Post Merge: May 10, 2015, 06:52:58 pm
But no his error seems to be more detailed what i put above is all i got. But i ge tit for every map i compile

Double Post Merge: May 11, 2015, 02:37:21 am
I put the code into the script and i STILL cannot jump high.
I am getting fustrated as i can not get this to work.

Last Edit: May 11, 2015, 02:37:21 am by brandontr3

 
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