These maps are all available on the JumpersHeaven servers, see JumpersHeaven.com/servers for a list of them. Scroll down a bit for the cod4 servers.
The map you're looking for is probably mp_natural_jump.
Search found 343 matches
- August 3rd, 2019, 7:00 pm
- Forum: CoDJumper Chat
- Topic: Looking for a very specific old map / video
- Replies: 5
- Views: 22976
- June 15th, 2017, 5:43 pm
- Forum: Help and Support
- Topic: help me on scripting COD 4
- Replies: 1
- Views: 7845
Re: help me on scripting COD 4
means you have more than one entity with the same targetname.
- December 22nd, 2016, 1:41 pm
- Forum: CoD2 Mapping Help
- Topic: Problem with custom sounds on map
- Replies: 7
- Views: 11152
Re: Problem with custom sounds on map
Your sound gets started each frame, on the same channel each time. So you will not hear it.
Add a wait [lenth of sound] after the playsound.
Edit: sorry for the extreme necro.
Add a wait [lenth of sound] after the playsound.
Edit: sorry for the extreme necro.
- May 13th, 2016, 11:30 am
- Forum: Help and Support
- Topic: Player Collision Command?
- Replies: 1
- Views: 9861
Re: Player Collision Command?
from cod4x source: g_friendlyPlayerCanBlock = Cvar_RegisterBool("g_friendlyPlayerCanBlock", qfalse, 0, "Flag whether friendly players can block each other"); g_FFAPlayerCanBlock = Cvar_RegisterBool("g_FFAPlayerCanBlock", qtrue, 0, "Flag whether players in non team ...
- May 8th, 2016, 12:20 pm
- Forum: CoD4 Mapping Help
- Topic: Can callbacks be called within a map script?
- Replies: 8
- Views: 21673
Re: Can callbacks be called within a map script?
Should keep the original callback in place. Best way to do that is to overwrite the level.callbackplayerkilled 2 seconds after server has started (because some mods overwrite it 1 second after already...) and call the original callback from within your custom callback. main() { thread hijack(); } h...
- April 9th, 2016, 3:31 pm
- Forum: CoD4 Mapping Help
- Topic: Can callbacks be called within a map script?
- Replies: 8
- Views: 21673
Re: Can callbacks be called within a map script?
I know I'm late to the thread, but the answer is yes. I don't what you are scripting for, but code hits a script callback that is setup in _callbacksetup.gsc. [[level.callbackPlayerKilled]] So if you have your own custom function you'd like to setup, some where in your map you need to point that to...
- February 29th, 2016, 6:25 pm
- Forum: CoD2 Jumps
- Topic: COD2 MP Big/High Jump Mod
- Replies: 2
- Views: 10457
Re: COD2 MP Big/High Jump Mod
CoD2's jump_height cvar is cheat protected, so you will need to write to that from a .gsc script. You cannot just set it through rcon commands.
- February 17th, 2015, 5:42 pm
- Forum: Help and Support
- Topic: COD2 not visible on the list
- Replies: 1
- Views: 9257
Re: COD2 not visible on the list
Known issue, masterserver seems to have issues
http://killtube.org/showthread.php?1438 ... sterserver
http://killtube.org/showthread.php?1438 ... sterserver
- February 14th, 2015, 2:39 am
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Great news.
JumpersHeaven has been ported to CoD4, mostly thanks to Spike, admin of the Australian codjumper server.
It's still in alpha-mode (probably contains bugs), most maps dont have checkpoints yet and all records will be wiped before release.
You can check it out at: 5.9.90.148:29964
JumpersHeaven has been ported to CoD4, mostly thanks to Spike, admin of the Australian codjumper server.
It's still in alpha-mode (probably contains bugs), most maps dont have checkpoints yet and all records will be wiped before release.
You can check it out at: 5.9.90.148:29964
- October 23rd, 2014, 5:44 am
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2] JumpersHeaven - CoDJumping Evolved
Added tons of features/bugfixes since last post.
Moved servers to
#1 Vanessa – 5.9.90.148:29960
#2 Katie – 5.9.90.148:29961
#3 Laura – 5.9.90.148:29962
Moved servers to
#1 Vanessa – 5.9.90.148:29960
#2 Katie – 5.9.90.148:29961
#3 Laura – 5.9.90.148:29962
- March 30th, 2014, 8:28 pm
- Forum: Modding, Modelling and Skinning
- Topic: Script Help Please.
- Replies: 5
- Views: 14334
Re: Script Help Please.
Then you really need to hack into the cod2 binary, else there is no way to achieve this.
Scriptwise mods might be possible with addvelocity() function from libcod, but it will feel totally fake, and it cant compensate for everything (jump_slowdown_enable and g_speed mostly)
Scriptwise mods might be possible with addvelocity() function from libcod, but it will feel totally fake, and it cant compensate for everything (jump_slowdown_enable and g_speed mostly)
- February 27th, 2014, 6:52 pm
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2] JumpersHeaven - CoDJumping Evolved
Added a few new features like: - /pause can pause and unpause your game. Usage is limited to once per 5 minutes - !fullscreennotification [on/off], instead of a message saying "position saved", it quickly flashes your entire screen green. Same for loading, but in white. - Bugs with noncoll...
- February 13th, 2014, 10:36 pm
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2] JumpersHeaven - CoDJumping Evolved
More (more or less random order) hidden features: JumpersHeaven - The hidden features - You can vote from spectate - If you are afk for over 120 seconds, you will be noted as AFK and won't count in the voting - If you are warned for cheating, the highlight in the top right will turn yellow. If you a...
- February 10th, 2014, 9:50 pm
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2] JumpersHeaven - CoDJumping Evolved
Im willing to share sources with a developer of that part of the mod.
It will require a local mysql server and putty-access to the (linux) server.
It will require a local mysql server and putty-access to the (linux) server.
- February 10th, 2014, 2:41 pm
- Forum: Servers
- Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
- Replies: 11
- Views: 60418
Re: [CoD2] JumpersHeaven - CoDJumping Evolved
I have no experience whatsoever regarding CoD4 modding, but a lot of features should be easily portable: Easy-ish: - Checkpoints, no more shortcuts - MySQL backend to store everything, from checkpoint locations to player-generated records - Antiblock, players are noncolliding with one another - Chec...