Bindings and User Settings

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Revision as of 09:32, 20 January 2009 by Greebo (talk | contribs) (→‎Commands)
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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.
  • inventory_cycle_group [category] : Used for cycling through a specific group of items (e.g. lockpicks or keys). The name refers to the inv_category spawnarg.
  • inventory_cycle_group Keys : This will cycle through the available keys in the inventory (and wrap around).

Cvars

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


See also Console Useful Controls