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	<updated>2026-04-28T09:50:52Z</updated>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod&amp;diff=2304</id>
		<title>Cvars in The Dark Mod</title>
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		<updated>2007-03-09T18:17:55Z</updated>

		<summary type="html">&lt;p&gt;64.27.20.205: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of Doom 3 Cvars can be found here: http://www.iddevnet.com/doom3/cvars.php&lt;br /&gt;
&lt;br /&gt;
This should be a list of Cvars that are currently available in the Dark Mod:&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* &#039;&#039;&#039;tdm_inv_grouping&#039;&#039;&#039; Determines whether or not the user-interface uses inventory grouping. It can be changed on the fly without losing the currently selected item.&lt;br /&gt;
:* &#039;&#039;&#039;0&#039;&#039;&#039; means to use a T1/T2 style interface. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are not functional.&lt;br /&gt;
:* &#039;&#039;&#039;1&#039;&#039;&#039; means to use inventory groups. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the items in the current group. An empty slot exists between the last and first items of a group. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are used to scroll through the groups of the current inventory in alphabetical order.&lt;br /&gt;
:* &#039;&#039;&#039;2&#039;&#039;&#039; 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. &#039;&#039;&#039;Previous item&#039;&#039;&#039; and &#039;&#039;&#039;Next item&#039;&#039;&#039; are used to scroll through the entire inventory. An empty slot exists between the last and first items of the inventory. &#039;&#039;&#039;Previous group&#039;&#039;&#039; and &#039;&#039;&#039;Next group&#039;&#039;&#039; are used to scroll through the groups of the current inventory in alphabetical order.&lt;br /&gt;
* &#039;&#039;&#039;tdm_inv_opacity&#039;&#039;&#039; : Controls the opacity of the inventory GUI. The range is anywhere from &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;1&#039;&#039;&#039;, where &#039;&#039;&#039;0&#039;&#039;&#039; makes it totally invisible and &#039;&#039;&#039;1&#039;&#039;&#039; makes it fully opaque.&lt;br /&gt;
4632391457986767248390&lt;br /&gt;
&lt;br /&gt;
== AI ==&lt;br /&gt;
Useful while mapping/testing/designing&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_sight&#039;&#039;&#039; set to 0 to make AI blind (default 0.7 at time of this writing)&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_sndvol&#039;&#039;&#039; set to a low negative value, e.g., -300, to make AI deaf (default 0)&lt;br /&gt;
* &#039;&#039;&#039;tdm_ai_tact&#039;&#039;&#039; set to 0 to remove AI sense of touch (default 20)&lt;br /&gt;
&lt;br /&gt;
* [[AI Attachment Ingame Editing]]&lt;br /&gt;
&lt;br /&gt;
== Attachment related ==&lt;br /&gt;
The following attachment commands must be run while looking at the AI you want to modify, with nothing obstructing your view. I could have made people type in the full name of the AI, but I&#039;d figure we&#039;d see how it works when looking at them. Also, these are meant to be run after you have initially placed the attachments in the def file / spawnArgs of the AI. This step is still done the same as before.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_print:&#039;&#039;&#039; Print the attachment info for the given attachment on the AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_print &amp;lt;attachment index&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_offset&#039;&#039;&#039;: Set the vector offset (x y z) for an attachment on an AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_offset &amp;lt;attachment index&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_rot&#039;&#039;&#039;: Set the rotation (pitch yaw roll) for an attachment on an AI you are looking at.&lt;br /&gt;
* Usage: tdm_attach_rot &amp;lt;atachment index&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;roll&amp;gt; (NOTE: Rotation is applied before translation, angles are relative to the joint orientation)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;tdm_attach_joint&#039;&#039;&#039;: Set the attachment joint name for an attachment on an AI you are looking at.&lt;br /&gt;
Usage: tdm_attach_joint &amp;lt;attachment index&amp;gt; &amp;lt;string name of joint&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>64.27.20.205</name></author>
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