Double Jump
Double jump gives players an extra jump in mid-air, launching them in the direction they're looking with a front flip animation.
All settings mentioned on this page can be adjusted in-game. Use /zephyrsettings to configure them.
How It Works
While you're airborne, pressing the configured ability key launches you in the direction you're looking. The jump applies two forces simultaneously:
- Horizontal boost (
10.0): pushes you forward in your look direction - Vertical boost (
15.0): pushes you upward
Jump Limits
By default, you get 1 double jump per airborne period. This is controlled by the maxJumps setting.
You can increase the limit to allow multiple air jumps, or enable infinite mode (infiniteDoubleJump) to ignore the max entirely and jump as many times as you want while airborne.
Reset Conditions
Your jump count resets when any of the following happen:
- Landing on the ground
- Entering water (or any fluid)
Once reset, you regain all your double jumps for the next time you're airborne.
Stamina
Each double jump consumes stamina. By default, a jump costs 1.5 stamina and delays your stamina regeneration briefly.
Cooldown
An optional cooldown can be set between consecutive double jumps. The default cooldown is 150ms.
Animation and Sound
Every double jump triggers:
- Front flip animation
- Custom sound effect
Both play automatically and cannot be individually toggled.
Configuration
See Double Jump Settings for all configurable options.