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ForumsCog Forum → jumping restrictions
jumping restrictions
2001-12-05, 11:52 AM #1
is there a way to make each following jump less powerful than the next until the player stops to recharge for a bit?
2001-12-05, 12:04 PM #2
Not without editing the exe. Jumping isn't cog controlled. I guess you could take out the Jump engtry in the .uni file, and make a cog and new hotkey....
-Hell Raiser
2001-12-06, 9:06 AM #3
yeah, i was going to do that, but i need to figure out how to remove the "jump" command from the defaults entirely...any suggestions?
2001-12-06, 9:36 AM #4
Hmmmm, I just tried taking out the jump entry in jkstrings.uni, and I could still jump. Your best bet would be to just tell people to unbind the jump buton and rebind it to your new jump button.

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-Hell Raiser
Cogging type person that does, umm, stuff.
-Hell Raiser
2001-12-06, 11:52 AM #5
The only problem with that is those who figure out that the 'new' jump key is limited in this way, will rebind the original...

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-12-06, 4:51 PM #6
you might be able to do something with changing the gravity (locally)..
2001-12-07, 4:32 AM #7
Yes, but the problem with that is if you fall off something, you would be able to tell. Not to mention, the ballistics would be affected, TDs wouldnt fly as far...

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.

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