one way to do it would be to assign a height variable to your object that is jumping, and use that to assign its heights from the ground..
ie. instead of having constant values for the ObjectPosition commands, use a variable... that way you can change the value of the variable in loops depening on input or triggers or something...
the logic in the main game loop might go something like :
detecting player input here.....
if player input says to jump...
make sure that once it starts jumping, no further jumping can take place until the current jump has finished by setting appropriate flags.
increment the object height variable by the amount of movement each loop...(ie, it might take 30 loops to get the object from the ground to the top of the jump, then another 30 loops to come back down to the ground, so if you wanted the jump to be 15 units high, each loop would be incrementing/decrementing the height value by 0.5 units...)
while checking to make sure that the object height variable is not larger than the maximum height value of the jump...
if the object height var is equal to or higher than the maximum height value of the jump, start decrementing the value of the object height variable until its back on the ground...
then reset all flag/vars so the next jump can begin...
That would be the basic logic of one way of making an object jump(no code, just the logic behind it)... although its very very basic logic, there is no "gravity" or fall of or anything accounted for, as thats something that would need to be done in the actual loops themselves.. perhaps using dbCurveValue() or loops to make the value increment faster and faster or slower and slower to simulate a fall off type effect for gravity...something like that might work....
If you are having trouble working out the actual code to do something like the above logic says, just reply and say so, i know that sometimes it can seem kinda difficult to get your head around the ways it all works, but there is plenty of help to be had in these forums, and plenty of people to help

(you could use bool types to track if your object has reached the max height of the jump or is on the ground, and to stop it being able to jump a second time, until the first "jump cycle" has finished... could use for/while-do loops to assign and increment/decrement values, breaking out of them if certain flags arent/are set, or alternatively if loops.. that there are a number of valid yet different approaches to developing code to achieve the above logic is what im getting at...)
If it ain't broke.... DONT FIX IT !!!