Cvars in The Dark Mod

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Revision as of 15:44, 7 May 2008 by Angua (talk | contribs) (→‎AI)
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A complete list of Doom 3 Cvars can be found here: http://www.iddevnet.com/doom3/cvars.php

This should be a list of Cvars that are currently available in the Dark Mod:

Inventory

  • 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.

HUD

  • tdm_hud_opacity : Controls the opacity of the HUD elements. The range is anywhere from 0 to 1, where 0 makes it totally invisible and 1 makes it fully opaque. Defaults to 1.

Frobbing

  • tdm_frob_ammo_selects_weapon (default is "1"): Set this to 1 to have the weapons automatically selected when the respective arrows are frobbed.

AI

Useful while mapping/testing/designing

  • tdm_ai_sight set to 0 to make AI blind (default 0.7 at time of this writing)
  • tdm_ai_sndvol set to a low negative value, e.g., -300, to make AI deaf (default 0)
  • tdm_ai_tact set to 0 to remove AI sense of touch (default 20)
  • tdm_ai_showtasks shows the current State and Tasks of the AI (see AI State and AI Task).
  • tdm_ai_showalert shows the current alert index and alert level of the AI.
  • tdm_ai_showdoor Debug output during door handling. The goal standing positions for opening and closing the door will be diplayed. At the side of the door where it swings towards, a test with different clipmodel positions is performed to detect whether the AI can stand at this position. A green box indicates that the AI can stand there, while a red box shows that something is in the way. Additionally, the current door handling state of the AI (e.g. MovingToFrontPos, OpeningDoor...) is shown.
  • tdm_ai_showanimstate Shows the current anim states of the anim channels torso, legs and head, as well as their wait states.

Attachment related

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'd figure we'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.

  • tdm_attach_print: Print the attachment info for the given attachment on the AI you are looking at.
  • Usage: tdm_attach_print <attachment index>
  • tdm_attach_offset: Set the vector offset (x y z) for an attachment on an AI you are looking at.
  • Usage: tdm_attach_offset <attachment index> <x> <y> <z>
  • tdm_attach_rot: Set the rotation (pitch yaw roll) for an attachment on an AI you are looking at.
  • Usage: tdm_attach_rot <atachment index> <pitch> <yaw> <roll> (NOTE: Rotation is applied before translation, angles are relative to the joint orientation)
  • tdm_attach_joint: Set the attachment joint name for an attachment on an AI you are looking at.

Usage: tdm_attach_joint <attachment index> <string name of joint>