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This article or section refers to legacy content that was inherited from previous game and/or engine releases and were not meant for use in the current game and/or engine but may show up in the in-game files. |
The Long Jump Module is an item in all GoldSrc games that allows its user to perform long jumps.
Overview[]
When picked up, it allows players to perform long jumps. Long jumps are performed by getting a running start, then performing a duck jump at the end of the run. (Moving forward with 'W', then 'Ctrl + Space').
Bugs & Exploits[]
- The item was unstable during early releases of the Counter-Strike Beta, capable of causing the game to crash by picking it or by using it several times in a quick succession.
- If spawned through the "give" command in the Deleted Scenes, the game will crash unless a module already existed on the current map and had been pre-cached during the map load.
Gallery[]
Trivia[]
- The Long Jump Module is available because the GoldSrc games share Half-Life's pre-caching.
- Although not making any official appearances in the series, it can be placed in custom maps.
- They can be spawned in Counter-Strike, Counter-Strike: Condition Zero and Counter-Strike: Condition Zero Deleted Scenes.
- Due to the lack of the "give" command in the multiplayer games, they can only be placed during a map's creation.
Behind the Scenes[]
The Long Jump Module was originally supposed to overload when used several times in a row as evidenced by ("powermove_overload.wav" in the folder "sound/fvox"), located in Half-Life's files.
See also[]
External links[]
- Long Jump Module at Combine OverWiki
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