Search found 343 matches

by IzNoGoD
August 3rd, 2019, 7:00 pm
Forum: CoDJumper Chat
Topic: Looking for a very specific old map / video
Replies: 5
Views: 14089

Re: Looking for a very specific old map / video

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.
by IzNoGoD
June 15th, 2017, 5:43 pm
Forum: Help and Support
Topic: help me on scripting COD 4
Replies: 1
Views: 4308

Re: help me on scripting COD 4

means you have more than one entity with the same targetname.
by IzNoGoD
December 22nd, 2016, 1:41 pm
Forum: CoD2 Mapping Help
Topic: Problem with custom sounds on map
Replies: 7
Views: 5959

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.
by IzNoGoD
May 13th, 2016, 11:30 am
Forum: Help and Support
Topic: Player Collision Command?
Replies: 1
Views: 5932

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 ...
by IzNoGoD
May 8th, 2016, 12:20 pm
Forum: CoD4 Mapping Help
Topic: Can callbacks be called within a map script?
Replies: 8
Views: 12338

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...
by IzNoGoD
April 9th, 2016, 3:31 pm
Forum: CoD4 Mapping Help
Topic: Can callbacks be called within a map script?
Replies: 8
Views: 12338

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...
by IzNoGoD
February 29th, 2016, 6:25 pm
Forum: CoD2 Jumps
Topic: COD2 MP Big/High Jump Mod
Replies: 2
Views: 6106

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.
by IzNoGoD
February 17th, 2015, 5:42 pm
Forum: Help and Support
Topic: COD2 not visible on the list
Replies: 1
Views: 5375

Re: COD2 not visible on the list

Known issue, masterserver seems to have issues

http://killtube.org/showthread.php?1438 ... sterserver
by IzNoGoD
February 14th, 2015, 2:39 am
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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
by IzNoGoD
October 23rd, 2014, 5:44 am
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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
by IzNoGoD
March 30th, 2014, 8:28 pm
Forum: Modding, Modelling and Skinning
Topic: Script Help Please.
Replies: 5
Views: 7113

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)
by IzNoGoD
February 27th, 2014, 6:52 pm
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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...
by IzNoGoD
February 13th, 2014, 10:36 pm
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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...
by IzNoGoD
February 10th, 2014, 9:50 pm
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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.
by IzNoGoD
February 10th, 2014, 2:41 pm
Forum: Servers
Topic: [CoD2/CoD4] JumpersHeaven - CoDJumping Evolved
Replies: 11
Views: 37406

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...