-- DoubleJumpUT Readme -- -- About -- DoubleJumpUT brings doublejumping from UT2003 to UT. After I played UT2003 and returned to UT I missed the doublejumping. I know that the MatrixMoves mutator has DoubleJumping, but it changes the playerclass and thus makes it incompatible with most mods/mutators. DoubleJumpUT supports Double-, Triple-, Quad- and InfiniteJump with the following jumpmodes AtApex, UpAndAtApex and Always. The design is so that it does _not_ use a special playerpawn and therefore will be compatible with allmost all mods out there (even the ones that have custom playerclasses !!!). NOTE: There is NO botsupport, I have no clue on how to implement it. -- Installation -- If you have the UMOD version, just doubleclick the UMOD and follow the instructions. If you have the ZIP version, just extract all files to the UnrealTournament/System folder. If you want to run DoubleJumpUT on a server then you should add the DoubleJumpUT package to the list of ServerPackages. -- Usage -- DoubleJump is like any other mutator, so you can just add them to the game like you usually do. The mutator gives all players doublejump capabilities. The mutator can be configured through the Mod menu or by using MUTATE commands. The configuration is pretty simple. The only thing that probably needs an explanation is the jumpType. The jumpType defines when doublejump can be used in a jump. In UT2003 you can only start the second jump when you are at the apex of your first jumps. This is jumpType "at apex". You can also choose "going up and apex". This allows you to start the second jump when stil going up from the previous jump and then there is "Always" which lets you always do a doublejump. When this is enabled you can even start the second jump when falling down, so it can be used to break your fall. The following MUTATE commands are available mutate DoubleJumpUT maxJumps # ( # is the maximum number of jumps possible, use 2 for doublejump, 3 for triplejump etc..) mutate DoubleJumpUT jumpType # ( # is the code for the desired jumpType 0 = at apex 1 = going up and at apex 2 = always) mutate DoubleJumpUT jumpHeight # ( # is the height of the second(and third etc..) jump in a percentage of the normal jumpheight. So 100 means that the second jump will be as high as a normal jump would be) Note that changes with the mutate command during a match will not take effect until a player gets respawned. If changes are done through the ModMenu the map needs to be restarted. -- UnInstallation -- If you have the UMOD version, select UnInstall UT and then select DoubleJumpUT to remove it If you have the ZIP version, just remove all DoubleJump.* files Optional: Remove the DoubleJumpUT section from the UnrealTournament.ini file. -- Extra -- If you want you can use the DoubleJump as a normal pickup item. To do this SUMMON the DoubleJumpBoots and pick them up. You can now DoubleJump until you get killed. You can also use Worm or Stuffswapper to replace pickup items with the DoubleJumpBoots. The string for summoning is: DoubleJumpUT.Boots -- Changelog -- Version 101 - The jumpheight now defaults to 100% instead of 140% (thanks to SubCog for letting me know) - I added the possibility to configure the jumpheight. - The 101 version is networkcompatible with the 100 version. -- Author -- DoubleJumpUT is written by Mr.Mitchell e-mail: mr.mitchell@planetunreal.com website: http://home.ict.nl/~mweterin/unreal Copyright 2003, Mr.Mitchell