Bindings and User Settings: Difference between revisions

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(Adding objective impulse)
(fixed name of compass (it's Compass with a capital C); added note that this is technical info)
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This page contains a list of key bindings and other user-modifiable settings.
This page contains a list of key bindings and other user-modifiable settings.
This is technical information, intended for advanced users and developers; most people will want to choose their settings via the main menu.


== Movement Related ==
== Movement Related ==
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:* '''inventory_hotkey someItem''' : Given a hotkey string, it selects a matching item.
:* '''inventory_hotkey someItem''' : Given a hotkey string, it selects a matching item.
:* '''inventory_hotkey ""''' : The empty string hotkey has a special meaning; it unselects inventory items.
:* '''inventory_hotkey ""''' : The empty string hotkey has a special meaning; it unselects inventory items.
: For example, with the compass selected, '''inventory_hotkey''' would return '''"compass"'''. Then typing '''inventory_hotkey compass''' will select the compass, if you have one.
: For example, with the compass selected, '''inventory_hotkey''' would return '''"Compass"'''. Then typing '''inventory_hotkey Compass''' will select the compass, if you have one.


=== Cvars ===
=== Cvars ===

Revision as of 11:16, 13 January 2008

This page contains a list of key bindings and other user-modifiable settings.

This is technical information, intended for advanced users and developers; most people will want to choose their settings via the main menu.

Movement Related

Commands

  • _button5: Creep
  • _impulse24: Mantle (without jumping)
  • _impulse41: Frob
  • _impulse44: Lean Forward
  • _impulse45: Lean Left
  • _impulse46: Lean Right

Cvars

  • in_toggleCrouch: If set to 1, causes the crouch button to act as a toggle.
  • in_toggleRun: If set to 1, causes the run button to act as a toggle.
  • in_alwaysRun: If set to 1, causes the player to always run. (probably not useful in a stealth game)

Inventory Related

Commands

  • _impulse47 : Previous item.
  • _impulse48 : Next item.
  • _impulse49 : Previous group.
  • _impulse50 : Next group.
  • _impulse51 : Inventory Use item.
  • _impulse52 : Inventory Drop item.
  • inventory_hotkey [item] : Used for setting up inventory hotkeys.
  • inventory_hotkey : Used by itself, it returns the hotkey string of the currently selected item, if one exists.
  • inventory_hotkey someItem : Given a hotkey string, it selects a matching item.
  • inventory_hotkey "" : The empty string hotkey has a special meaning; it unselects inventory items.
For example, with the compass selected, inventory_hotkey would return "Compass". Then typing inventory_hotkey Compass will select the compass, if you have one.

Cvars

  • tdm_inv_grouping Determines whether or not the user-interface uses inventory grouping. It can be changed on the fly without losing the currently selected item.
  • 0 means to use a T1/T2 style interface. Previous item and Next item are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. Previous group and Next group are not functional.
  • 1 means to use inventory groups. Previous item and Next item are used to scroll through the items in the current group. An empty slot exists between the last and first items of a group. Previous group and Next group are used to scroll through the groups of the current inventory in alphabetical order.
  • 2 is default, meaning to use a T1/T2 style interface but sort the inventory by group. Items within a given group retain their position relative to eachother, but all items in the first group exist before all items in the second group, and so on. Previous item and Next item are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. Previous group and Next group are used to scroll through the groups of the current inventory in alphabetical order.
  • tdm_inv_opacity : Controls the opacity of the inventory GUI. The range is anywhere from 0 to 1, where 0 makes it totally invisible and 1 makes it fully opaque.

Objectives

  • _impulse19 shows/hides the objectives screen.

Object Manipulation

These are the detailed controls for object manipulation:

  • Press Frob to pick up and drop moveable objects
  • Press Attack to throw an object that you've picked up. The longer you hold attack before releasing, the harder you throw it. Throwing is based on mass so you can throw lighter objects farther. The vanilla D3 mass settings are not realistic so you'll notice some things fly all over. That will be fixed by setting better mass ratios and air friction values in our TDM objects.
  • Press and hold zoom to enter "rotation mode"
While holding zoom:
  • Move the mouse up/down to "pitch" an object (if straight ahead of you is X and up is Z, this would rotate around the Y axis)
  • Move the mouse left/right to "roll" an object. This would be rotating around the X axis that comes out straight ahead of you. (I think we really need some visual illustrations for this... oh well)
  • Move the mouse left/right while holding RUN to "yaw" the object around the Z axis (straight up). Image you're holding a coffee can right side up and you want to read the label on the other side by turning it toward you. This is what you're doing.
  • (Note: Holding run and moving the mouse up/down does nothing different)
  • Press previous weapon control to hold carried object further out from you.
  • Press next weapon control to hold carried object nearer to you.

Cvars

The List of available Dark Mod Cvars can be found here: Cvars The List of available Doom 3 Cvars can be found here: Doom 3 Cvars

Commands

The List of available Doom 3 console commands can be found here: Doom 3 Console Commands