CoD 2 NadeJump script!

Forum for all kinds of CoD jumps.

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HallucinogeN
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CoD 2 NadeJump script!

Post by HallucinogeN » December 1st, 2005, 8:59 am

Sup jumpers.

I have modified the original CoD nadejump script (full credits to the original creator) to work with Call Of Duty 2.
It only required a few cvar renames, and a little timing adjustment, so yah.. thx to the original scripter.

Open CoD 2, and copy and paste (ctrl + v) these in console (don't forget the prefix forward slash ( / ):
Or just add them to you config as is.



bind n "vstr njump"

seta njump "set com_maxfps 76;+FRAG;-FRAG;wait 610;+forward;wait;+moveup;wait 76;-forward;-moveup;set com_maxfps 125"


My apologies if this has been done already, also i think g_antilag MAY throw the timing off a bit depending on your ping.
Also the timing may not be spot on, it works but may indeed be optimised by a millisecond in either direction.
HatreD

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Post by Drofder2004 » December 1st, 2005, 11:14 am

1 problem with this script.

It works with the "wait" command. Wait is not a specific amount of time, it depends on the server fps, so may not always work. I would imagine you made the script while using a listen server (default fps 20) and most servers use the default fps (but some use 30 I think).

Imo the easiest way to time your nade jump is throw the nade on an exact time on the ingame clock (e.g 2:56) then wait exactly 4 seconds on that clock (e.g 2:52), and jump. Works for me almost everytime.

Ive also heard other people use simple counting in their head method but I prefer visual time them counting :P

PS. Welcome to the forums ;)
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Post by Pedsdude » December 1st, 2005, 3:09 pm

To do nadejumps I look at the timer and jump just after the 4th second.
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Post by HallucinogeN » December 1st, 2005, 4:08 pm

I was nadejumping using the timer for months before i got the CoD 1 njump script.
Just thought it might be useful for those who can't count :D

(i know it's not quite 'optimised' i know almost nil about scripting, thought someone here would give me a pointer or two)
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Post by Neon » December 1st, 2005, 5:29 pm

i dont count in my head nemore, i just sorta know when to jump.
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Post by Drofder2004 » December 1st, 2005, 5:50 pm

Pedsdude wrote:To do nadejumps I look at the timer and jump just after the 4th second.
did I not just say that :P
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Post by Koekie » December 1st, 2005, 6:03 pm

Drofder2004 wrote:1 problem with this script.
Ive also heard other people use simple counting in their head method but I prefer visual time them counting :P
that would be me, more fun that way
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Post by Pwn-Rikku » December 3rd, 2005, 9:46 am

i count fast so i count 1 , 2 , 3 , 4 , 4.5 and jump :P it works on COD but not COD2 and i think i have a nade jump BUT I CANT GET THE TIMING! :(
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Post by MuRpHy* » December 3rd, 2005, 3:48 pm

I count in my head and it works fine! Nice to see a new face in the forums though..
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Post by Pwn-Rikku » December 4th, 2005, 3:43 pm

lol :P the only think i dont like about this new face is the first word he says. "sup" :P lol i dont like that word..
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Post by nadist » December 4th, 2005, 6:25 pm

is there a script for strafe jumping in cod 2?
and can you use that nade jump script for distance jumps or just height jumps

i tryed on the leningrad heater and it didnt work :-/
http://rapidshare.de/files/8611922/script.dm_1.html

edit- btw i changed the first wait to 620 and it worked :)
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Post by Pwn-Rikku » December 5th, 2005, 5:27 pm

didnt drofder say that the wait was pointless?. and needed a timer instead?
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Post by Drofder2004 » December 5th, 2005, 5:30 pm

Pwn-Rikku wrote:didnt drofder say that the wait was pointless?. and needed a timer instead?
not pointless, but different if the server changes the sv_fps.

I personally think the whole script is pointless, as it is very limited. Using the ingame clock is much easier.
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Post by Pwn-Rikku » December 5th, 2005, 5:32 pm

true drofder or use ur head
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Post by <LT>YosemiteSam[NL] » December 8th, 2005, 11:28 am

Drofder2004 wrote:
Pwn-Rikku wrote:didnt drofder say that the wait was pointless?. and needed a timer instead?
not pointless, but different if the server changes the sv_fps.

I personally think the whole script is pointless, as it is very limited. Using the ingame clock is much easier.
Totally agree m8

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