The article tells about two ways to use AXN on a map.
AXN affects the physics of Counter-Strike 1.6 therefore demo recording with AXN is allowed on specific maps only. You will find their names below in this article.
AXN as a part of KZ-Rush LAN server
AXN allows to get quite a high speed while bhopping, so it’s much more powerful than a regular bhop. To be more precisely, the point is that during the processing of model movement engine zeros some parameter, which is responsible for slowing down. That’s how we imitate the physics of Counter-Strike 1.3.
Here is the example of how it looks in action:
AXN is already integrated into
KZ-Rush LAN server. As soon as you create a new game with AXN map, plugin automatically turns it on. If you want to
switch AXN on forcibly, just use
kz_axnbhop 1 cvar or the corresponding option in the Main Menu (more details
here).
Plugin knows that map is AXN from the
axn_maps.txt file (located in
\cstrike\addons\amxmodx\data). If suddenly appears that AXN doesn’t work on some AXN map, just open this file with notepad and write down map name on a new line. For the time being axn_maps.txt has following maps:
KZ AXN maps
dyd_axn_plant
fof_axn_scroll_killa
ins_axn_tooncastle
kz_bhopwarehouse
kz_kzfr_bhopaztec
kz_kzfr_bhopdwarf
kz_kzfr_bhopspace
kz_kzfr_bhopwaterrace
kz_man_bhopdesert
kz_man_bhopforest
kz_man_bhopocean
kz_man_bhopsnow
kzfr_bhop_backalley
kzfr_bhop_lamborghini
kzfr_bhop_leetyard
kzfr_bhop_wood
Non-KZ AXN maps
axn_abyss
bhop_blocksponge
bhop_bloody
bhop_blue_glass
bhop_corrida
bhop_corrida2
bhop_corrida3
bhop_corrida_final
bhop_cream
bhop_ctm_color
bhop_ctm_laweafeawnoh
bhop_ctm_noob
bhop_kamui
bhop_krox_remake
bhop_lego2
bhop_memories
bhop_miojo
bhop_mix_colors
bhop_m_adversity
bhop_m_climb
bhop_m_cratera
bhop_m_fire
bhop_m_hillside
bhop_m_lab
bhop_m_nostalgia
bhop_m_novice
bhop_m_snow
bhop_m_space
bhop_m_temple
bhop_m_xmas
bhop_niceblocks
bhop_pedreiro
bhop_rainbow
bhop_ramp
bhop_ramp_old
bhop_rock_darhz
bhop_rooftops
bhop_rosmulos
bhop_sand
bhop_tilehop
bhop_train
bhop_worms
bh_axn_easy
bh_axn_ravine
bh_axn_tunnel
d3_axn_hehebhop
ga_bhopwarehouse
go_axn_bhop
kzfr_bhop_heaven
kzlv_axn_sandyblocks
kzlv_axn_temple
kzlv_axn_wood
kzro_axn_rock
kzro_axn_shortbrick
kzro_axn_simple
kzro_axn_volcano
kzy_axn_fast
kzy_axn_snow
notkz_bhop_fog
speedrun_ctm_snow
speedrun_zedorich
uq_axn_imoor
uq_axn_kang
uq_axn_warningbase
AXN as a metamod plugin.
Formerly AXN was realized as a metamod plugin activating additional options in Counter-Strike 1.x. We will consider only those cvars that affect KZ Jumping:
axn_longjump 0/1 – imitates Half-Life longjump
axn_bunnyjump 0/1 – imitates jumps of Counter-Strike 1.3 (allows to reach high bhop speed)
If you are assembling a LAN server by yourself and want to install AXN as metamod plugin, you need to download Preinstalled AXN from
here. Also you can use these files on a clean LAN – just unpack the archive into
cstrike folder.
To turn AXN on launch your LAN server (via New Game), open console and write
axn_bunnijump 1.
axn_bunnyjump has three states:
0: off
1: on (imitates jumps of Counter-Strike 1.3)
-1: same as “1”
After changing
axn_bunnyjump value you will need to do a restart – write
sv_restart 1 in console.
If you want to introduce automation in the process of switching on AXN on a certain map, just create a file
mapname.cfg in
...\cstrike\addons\amxmodx\configs\maps folder and write down this:
axn_bunnyjump 1
sv_restart 1
Save and close the file. Now when you enter this map there will be a restart in a second and AXN will be turned on.