Item longjump (Black Mesa): Difference between revisions
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Important:Doesn't protect from fall damage until env_gravity get input SetFallDamageScale 0.
Tip:Can be stripped by player_weaponstrip.
Note:It doesn't require the player to have the suit on before the long jump module can be picked up.
Note:In
Black Mesa (mod) used chess board texture used for model of the entity.
Note:Most objects that inherit class CBasePickup in Black Mesa have the following features:
Important:Does not disable physics and collision.
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Represented by class <code>CItem_LongJump</code>. | Represented by class <code>CItem_LongJump</code>. | ||
{{todo|Find out why the boot sequence works only if a map called '''bm_c3a2h'''. Is it hardcoded or not ?}} | |||
{{important|Doesn't protect from fall damage until {{ent|env_gravity}} get input '''SetFallDamageScale''' 0.}} | |||
{{tip|Can be stripped by {{ent|player_weaponstrip}}.}} | {{tip|Can be stripped by {{ent|player_weaponstrip}}.}} | ||
{{Note|It doesn't require the player to have the suit on before the long jump module can be picked up.}} | {{Note|It doesn't require the player to have the suit on before the long jump module can be picked up.}} | ||
{{note|In {{bms12|4}} used chess board texture used for model of the entity.}} | {{note|In {{bms12|4}} used chess board texture used for model of the entity.}} | ||
{{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | {{note|Most objects that inherit class {{code|CBasePickup}} in {{bms|1}} have the following features: | ||
* They're [[VPhysics]] objects (disabled in multiplayer mode). | * They're [[VPhysics]] objects (disabled in multiplayer mode). |
Revision as of 01:46, 18 May 2025
item_longjump
is a point entity available in Black Mesa. It gives the player a long jump module on their HEV suit, allowing the user to jump longer distances. Mainly used in the border world Xen to jump between flying islands.
Represented by class CItem_LongJump
.
Todo: Find out why the boot sequence works only if a map called bm_c3a2h. Is it hardcoded or not ?






- They're VPhysics objects (disabled in multiplayer mode).
- Respawn in multiplayer mode (item_weapon_ entities creating xen portal effects as well).
- No physics and collision in multiplayer.
- Model can be changed to your own via the parameter (which is not in the FGD by default, added in Enhanced Black Mesa FGD).
Keyvalues
- Respawn Time (respawntime) <float>
- Time waited between respawns in multiplayer mode.
- Model (model) <model path> !FGD
- Model to use for this entity.
Outputs
- OnPlayerDenied <void>
- Fires if the player has not picked it up when touched.
- OnPlayerPickup <void>
- Fires if the player picked it up.
Inputs
- AttachTo <void>
- Attaches this entity to !activator, the entity becomes impossible to pick up. It becomes invisible in first person mode, but only in Steam versions of the game only.
- Respawn <void>
- Respawn this entity in multiplayer. Fired by this entity after the amount of time from Respawn Time property.
- Disable <void>
- Make this item invisible and disable the ability to be picked up by players.

- Enable <void>
- Make this item visible and enable the ability to be picked up by players.
- Fall <void>
- Doesn't seem to work.
Flags
- Start Asleep : [1]
- Motion Disabled : [2]
- Hard Respawn : [4]
- Respawn this entity even if it's already spawned. The timer will cycle throughout entire round. Picking up does not restart the timer.
- Silent Pickup : [8]
- Pick up this entity with no sound and HUD animation.
Dedicated ConVars
Black Mesa: Definitive Edition
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
sv_long_jump_min_horizontal_speed_required | 50 | Float | Minimum horizontal speed required to perform a horizontal long jump. |
sv_long_jump_vertical_speed_threshold | 1 | Float | Speed that must be reached in jump to perform a long jump. |
sv_long_jump_horizontal_speed | 400 | Float | Horizontal speed boost by the long jump module. |
sv_long_jump_timeperiod | 800 | Float | Maximum amount of time (in milliseconds) that a player is given to perform a long jump. |
sv_long_jump_manacost | 30 | Float | Amount of charge that will take a single long jump. Max is 100 (all 3 charge sections), if higher - a long jump cannot be performed. |
sv_long_jump_charge_rate | 10 | Float | Recharge rate for the long jump module. |
sv_long_jump_height | 10 | Float | Height boost by the long jump module. |
sv_long_jump_hold | 0 | Bool | Enable/disable ability to perform jump/long jump by button holding the jump button (there is a delay between jumps). |
sv_jump_long_enabled | 0 | Bool | Enable/disable long jumps. |
sv_jump_double_enabled | 1 | Bool | Doesn't work. |
sv_jump_height_double | 20 | Float | Doesn't work. |
sv_double_jump_manacost | 0 | Float | Doesn't work. |
sv_airboost_jump_forward_speed | 360 | Float | Obsolete. |
sv_airboost_height | 50 | Float | Obsolete. |
sv_airboost_jump_original_speed_mod | 0.25 | Float | Obsolete. |
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
bms_long_jump_delay | 1 | Float | Delay in seconds before the next long jump can be performed. |
bms_long_jump_vertical_speed | 150 | Float | Height boost by the long jump module. |
bms_long_jump_horizontal_speed | 460 | Float | Horizontal speed boost by the long jump module. |