CoDJumper Mod v3.12

Chat area specifically for CoDJumper

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Drofder2004
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CoDJumper Mod v3.12

Post by Drofder2004 » January 2nd, 2012, 8:28 am

New Year, New Mod.
Something in my head decided that this must be completed and so I have spent the last 5 hours on it.

------------------
- DOWNLOAD -
------------------
http://codjumper.com/files/mods/codjumperv3_12.zip

New features:

Rank specific - Custom weapon loadouts
Each rank can be assigned an array of weapons with the following DVAR
(All weapons have ammo but should not produce markers or damage feedback. Beretta still has no ammo and Gold-D.Eagle is still one-hit-kill).

Code: Select all

- cj_weapons
This dvar is used to assign an array of weapons to the relevant ranked players.
Using ";;" to seprate between weapons and "::" to separate between ranks.
There are set limits to how many weapons can be given.
Use only the gun name, do not add the "_mp" part of the weapon.

Syntax: "<weapon1>::<weapon1>;;<weapon2>::<weapon1>;;<weapon2>;;<weapon3>"
Example: set cj_weapons "beretta::ak47;;deserteagle::deserteaglegold;;mp44"
[/size]

Auto VIP
You can now set GUIDs and Names for VIP and Admins together, for automatic ranking.

Code: Select all

- cj_adminguids
This dvar is used to automatically promote the specified player using a GUID and name match.

Syntax: "<guid>,<name>,<rank>,<guid>,<name>,<rank>" (etc)
Syntax: <rank> - 1 = VIP | 2 = Admin
Example: set cj_adminguids "adfe897a00c6633a9db95b9bcodjd8a,Peds@CoDJumper,1,874e8c2cb0df78a1059codj2bcae97e7,KS@CoDJumper,2"
[/size]

Improved Flash & Freeze
A duration can now be added to the flash and freeze punishments. Freezing a player will now blur the screen (and will slowly 'thaw' to no blur).
If you do not use the time variable, a default of 6 and 5 seconds will be used respectively.
You can also permafree and unfreeze a player using a time of zero.

Code: Select all

Syntax: "<punishment>::<player>::<time>
[/size]

Enable Frags
Now working as intended.
cj_enablenades.

Vote Delay Dvar

Code: Select all

- cj_votedelay
This dvar sets the amount of time a player must wait after connecting, before they may start a vote.

Syntax: "<seconds>"
Example: set cj_votedelay 180
[/size]

Auto Vote
The player who starts a vote is automatically set to have voted 'yes'. This corrected a "divide by zero" error which was never reported.

Freerun Dvar

Code: Select all

- cj_freerun
This dvar is used to enable / disable the free-running weapon.

Syntax: 1 (On - Default) | 2 (Off)
Example: set cj_freerun 1
[/size]

Custom Addon File
Modders can now add custom scripts and functions to the mod without the requirement to use stock file hacking.
The file - addon.gsc - can be found inside the IWD, inside a folder called "Addons".

Effiency change
Several files and folders have been moved and rewritten for a little added efficiency.


***********************

Time for sleep!
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iCYsoldier
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Re: CoDJumper Mod v3.12

Post by iCYsoldier » January 2nd, 2012, 11:33 am

The addon script in the .iwd is a really good idea, and the file/folder structure is much more efficient. Looking good :)

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Drofder2004
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Re: CoDJumper Mod v3.12

Post by Drofder2004 » January 2nd, 2012, 3:31 pm

Well, I was tired. This was supposed to be posted in "CoDJumper Chat" not the Announcements board.
I completely fucked the homepage :P

Will make the News post myself momentarily.
KS has got a headstart on the config and zips (and server)

---
Also, to clarify, the Rank specific loadout is not rank based on XP but the rank based on promotions, such as VIP & Admin.
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Re: CoDJumper Mod v3.12

Post by Goro92 » January 2nd, 2012, 5:33 pm

wow great job
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Re: CoDJumper Mod v3.12

Post by scott » January 2nd, 2012, 6:21 pm

nice work :DD
Check out my YouTube channel - http://www.youtube.com/user/CodGlitchesHD

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Re: CoDJumper Mod v3.12

Post by Sohvax » January 2nd, 2012, 6:39 pm

I'm excited! :)

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Re: CoDJumper Mod v3.12

Post by Drofder2004 » January 2nd, 2012, 7:28 pm

Name reservation currently removed. All other issues resolved.
Download link provided in the original post.

Sorry for the issues, but I had no way of fully testing some of this stuff without some guinea pigs :)
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Re: CoDJumper Mod v3.12

Post by Nekoneko » January 2nd, 2012, 8:42 pm

Great to hear another version has been released.
Also like the addon file, makes stuff alot easier :D
Will check it out..

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Re: CoDJumper Mod v3.12

Post by Mirko » January 3rd, 2012, 11:19 am

brilliant job. its great to hear about updates.
just one question???
why did u add nades in. i have heard of nade jumping but its no higher than a rpg (correct me if im wrong) and when people use them others get big fps lag.

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Drofder2004
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Re: CoDJumper Mod v3.12

Post by Drofder2004 » January 3rd, 2012, 2:29 pm

Zombie wrote:brilliant job. its great to hear about updates.
just one question???
why did u add nades in. i have heard of nade jumping but its no higher than a rpg (correct me if im wrong) and when people use them others get big fps lag.
They can be (and are by default) disabled. "cj_enablenades 0"

The reason they are in, is because in very old versions of the mod (CoD2), I had some nade-strat stuff I was toying with putting in. There is little use for the code now, as other mods have done it, but as it was already there, I decided it might as well be fixed. Also, sometimes while people are playing alone, they may wish to have nades.

------- IMPORTANT -------

It has also been brought to my attention there are maps that are causing errors, one example is "mp_to_the_moon".
The error I believe is to be caused by the change in file structure and the map directly taking use of the CJ save/load functions.

I have yet to see the error so cannot pinpoint the exact issue, so if someone could find out the exact error (screenie) then a fix can be found. Also, it may be required for the map author to either provide their GSC or to update it themselves.

For note, if you are using a direct link to the save and load functions in your map, it is save to presume your map may have errors. If you need to access the save load features, they have 'callback' methods.

Code: Select all

self thread [[level._cj_save]](x);
self thread [[level._cj_load]](x);
In your GSC you can simply use those lines to save and load, changing x to either 1/2/3 for the relevant save number.

However, you must take steps to stop a crash for those playing your map without the CJ mod, which can be done by:

Code: Select all

if(getDvar("g_gametype") != "cj")
{
   level._cj_save = ::no_cj_save;
   level._cj_load = ::no_cj_load;
}

no_cj_load(x)
{
   // Your own laod function
}

no_cj_save(x)
{
   // You own save function
}
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Re: CoDJumper Mod v3.12

Post by Evilclown078 » February 25th, 2012, 9:36 pm

Is it possible to make the rpg reloads faster? :L it is slow atm.

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Re: CoDJumper Mod v3.12

Post by Pedsdude » February 25th, 2012, 9:39 pm

Evilclown078 wrote:Is it possible to make the rpg reloads faster? :L it is slow atm.
Why do they need to be faster? If anything it'll only encourage people to do double RPGs which wouldn't be possible with normal reload rates!
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Re: CoDJumper Mod v3.12

Post by Evilclown078 » February 25th, 2012, 9:45 pm

Your right , never mind on that :p but how do i remove the explosion , like on older versions you dont have explosions.
If this isn't possible never mind that one as well :P

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Re: CoDJumper Mod v3.12

Post by Pedsdude » February 25th, 2012, 9:49 pm

Quick chat menu (default key B), graphics options, turn FX off.
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Drofder2004
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Re: CoDJumper Mod v3.12

Post by Drofder2004 » February 26th, 2012, 12:06 am

Evilclown078 wrote:Is it possible to make the rpg reloads faster? :L it is slow atm.
Although I do not agree with the idea of speeding up the RPG, you could either change the weapon file and change its reload speed or you could create a scipt to instantly restock the clip.
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