Double Jump
A velocity-boost double jump — not actual flight — triggered by double-tapping space in the air.
Configuration
double-jump:
enabled: true
velocity: 1.2
cooldown-seconds: 2.0
| Setting | Description |
|---|---|
enabled |
Master switch. Also controls whether players are granted allow-flight at all. |
velocity |
Vertical boost applied on a successful double jump, in blocks/tick. |
cooldown-seconds |
Minimum time between boosts, per player. |
How it's implemented
BusyHub grants every non-creative, non-spectator player allow-flight on join (and whenever
double-jump.enabled changes via /busyhub reload), and re-grants it on the player's next
movement whenever something else has taken it away (a game mode change, a respawn, another
plugin's join handling). That's what makes the client offer the
double-tap-space "start flying" gesture at all — but instead of letting it actually enable
flight, BusyHub intercepts that request, cancels it, immediately sets the player back to
not-flying, and applies a one-time velocity boost instead: velocity straight up, plus a small
forward push (0.4 blocks/tick) in whatever horizontal direction the player is facing.
Creative and spectator players are left alone entirely — their real flight isn't touched.
Cooldown
cooldown-seconds is tracked per player from the last successful boost. Attempting to
double-jump again before it expires does nothing (no boost, no sound) but still cancels the
flight-toggle request either way, so the player never actually starts flying.
Interaction with wall-tunneling protection
A double-jump boost arms the same tunneling guard described in
Launch Pads: for a
short window after the boost, if the resulting movement would carry the player through a solid
block, they're stopped and their velocity is zeroed instead. The default velocity (1.2, plus
0.4 horizontal) is well under the range where this matters in practice, but it's the same
mechanism protecting against it either way.