the problem is, it is not only a jump system, all movement is together, all what the ability jump does is to add a vector in z-direction, the rest is done by the movement / physics system... also movement on the ground is controlled this way, and it is able to react on almost every situation, like when i would place a tank on a skyscraper, it could drive around there, and when leaving it, it would fall down and be damaged
and yes, you could have the system, but i dont know if you really want to base your whole map on this^^ because that would be required...
btw, a littile trick i found out, that may improve your jump animation:
call SetUnitFlyHeight(U, Z+SpeedZ, 0)
instead of
call SetUnitFlyHeight(U, Z, 0)
the function is quite slow and when you add the speedz value you "look into the future" and then set the fly height before it really reaches it, because then its in time... i had problems with this with my camera, but after i added speedz to the units' height the camera always was on the right height.. before it wasnt correctly adjusted when the target was moving
to describe the way a jump works:
speedZ is added, then, when in the air, gravity reduces speedZ (always substract the same number), and then, when Z reaches ground, speedZ is set to zero... X and Y are increased when the jump starts (both *1.2), friction and acceleration is reduced while in the air
EDIT:
2.6 is uploaded... some problems might be fixed, some lagg removed, overall improved, soldier can throw grenades, and it is unprotected for those who want to see how it works
Screenshots added:
http://btanks.net/m/screen33.jpg
http://btanks.net/m/screen34.jpg
http://btanks.net/m/screen35.jpg