Prime Squadron: Trick Jump Introduction
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- warren-the-ape
-
- Posts: 6380
- Joined: Tue May 09, 2006 0:00
- Location: Netherlands
Prime Squadron: Trick Jump Introduction

On Sunday, July 17th 2011 from 14:00 CEST, our trick jump server, PS#7, will host an exciting trick jump introduction!
If you don't know what trick jumping (TJ) is, check out the following tutorial from Diamond. It is a very nice tutorial with info about jumping techniques, nice TJ movies and info about the settings that will help you with TJ'ing.
The trick jump server runs ETPro 3.2.6. If you encounter any problems while running it, have a look at our helpdesk first. Here are some quick tips:
- Run ET as administrator (for windows)
- Make sure you installed the 2.60b patch (copy the files and paste them over the actual et files in your et folder)
- Code: Select all
Open console and write:
/com_maxfps 125 (or 43, 76, 333)
/pmove_fixed 1
/bind [button] save
/bind [button] load
Since the event is open for every player, including those who TJ for the first time, we got a couple of instructors for you, who are experienced with TJ'ing and can lead you through the maps

- -|PS|-Smadje
- DMG_Kowi
- Diamond
- Puputti
- Lawek
- [n00b] Po
See you:
- Sunday, July 17th 2011 starting from 14:00 CEST
- PS#7 IP: 178.63.72.111:27961
The PS Event Committee
Last edited by warren-the-ape on Sun Jul 10, 2011 16:39, edited 1 time in total.
"When the pin is pulled, Mr. Grenade is not our friend." 

Re: Prime Squadron: Trick Jump Introduction
warren-the-ape wrote:Instructors can be recognized by the |instr| tag.
Wow

I'd like to add that I'll be available on Prime Squadron TeamSpeak server, so I can explain things not only in written form but also verbally.
To all people who want to participate. I think there is one request that, if fulfilled, would make this event more efficient and convenient. Please do NOT save/load your position on run-ups, on area on which people approach to jump. This may be annoying and may interrupt someone's jump. Always try to save/load yourself little bit behind (if possible). It's not big cost to take these two steps to point from which you usually start from. Of course sometimes it may be impossible to take another saving/loading point since in many original jumps there are extremely small spots on which player has to land/stand/jump off. Then others just have to wait their turn.
Same about !goto. Use it carefully, because you can screw up someone's jump. Try to make sure that someone you're 'goingto' is not during jump or in a place that he can easily fall off.
I suppose you agree with my point and support this request.
Same about !goto. Use it carefully, because you can screw up someone's jump. Try to make sure that someone you're 'goingto' is not during jump or in a place that he can easily fall off.
I suppose you agree with my point and support this request.
- FlowerPower
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- Posts: 2605
- Joined: Mon Sep 24, 2007 0:00
- Location: Italy
As a total newbie like me (i never Tjumped in my life
), I would like to know the usage of load/save and how it works, since I have no idea of what they do.
Maybe this explanation would be useful also for others noob like me

Maybe this explanation would be useful also for others noob like me

FlowerPower wrote:As a total newbie like me (i never Tjumped in my life), I would like to know the usage of load/save and how it works, since I have no idea of what they do.
Maybe this explanation would be useful also for others noob like me
Just read the tutorial of Diamond, at least your aren't a nab then anymore on the theoretical field.

/bind [key] save
/bind [key] load

In the most basic way. 'Save' command saves your current spatial coordinates. So when you use 'load' command you are transported directly to those coordianates, in which you made last save.
In TJ it is especially useful in original jumps. That's because original jumps often consist of few stages. Thanks to saving after certain stages, you don't have to jump everything again when you fall down or something. You can load and repeat only the part that you failed. Besides, there is one more prosaic reason: sometimes getting through succesive stages is very difficult and if you would not save and failed then, you'll spend hours to get at the same point again.
In TJ it is especially useful in original jumps. That's because original jumps often consist of few stages. Thanks to saving after certain stages, you don't have to jump everything again when you fall down or something. You can load and repeat only the part that you failed. Besides, there is one more prosaic reason: sometimes getting through succesive stages is very difficult and if you would not save and failed then, you'll spend hours to get at the same point again.
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