Difference between revisions of "Cheats/no"
m (Category) |
(Added some more translations up until condition 71) |
||
(One intermediate revision by one other user not shown) | |||
Line 3: | Line 3: | ||
{{Hatnote|Juksekoder er ikke relatert til [[Cheating/no|juksing]], altså tredjepartsprogrammer som gir brukeren en urettferdig fordel over de andre spillerne.}} | {{Hatnote|Juksekoder er ikke relatert til [[Cheating/no|juksing]], altså tredjepartsprogrammer som gir brukeren en urettferdig fordel over de andre spillerne.}} | ||
− | {{Quotation|'''Sniper''' om juksekoder|Du kommer bare så langt ved å jukse.|sound= | + | {{Quotation|'''Sniper''' om juksekoder|Du kommer bare så langt ved å jukse.|sound=Sniper revenge06.wav|en-sound=yes}} |
Det er en rekke med '''juksekoder''' spiller kan bruke på tjenere satt til <code>sv_cheats 1</code>. Juksekoder kan bli brukt for flere forskjellige applikasjoner. | Det er en rekke med '''juksekoder''' spiller kan bruke på tjenere satt til <code>sv_cheats 1</code>. Juksekoder kan bli brukt for flere forskjellige applikasjoner. | ||
Line 50: | Line 50: | ||
|| {{code|TF_COND_STEALTHED_BLINK}} | || {{code|TF_COND_STEALTHED_BLINK}} | ||
|- | |- | ||
− | | 10 || Ment å være effekten for [[ | + | | 10 || Ment å være effekten for [[Teleporters/no|teleportering]]. Lar deg ikke gjøre det du valigvis ikke kan gjøre når du teleporterer (f.eks. å plukke opp [[Capture the Flag/no#Intelligence|Etterretningen]]). |
|| {{code|TF_COND_SELECTED_TO_TELEPORT}} | || {{code|TF_COND_SELECTED_TO_TELEPORT}} | ||
|- | |- | ||
Line 65: | Line 65: | ||
|| {{code|TF_COND_PHASE}} | || {{code|TF_COND_PHASE}} | ||
|- | |- | ||
− | | 15 || Det er ment at dette skal være [[ | + | | 15 || Det er ment at dette skal være [[Stun/no|Utslått]]-effekten, men den legger bare til saktegjøringseffektikonet på HUD-en uten noe forandring på bevegelsesfart. Kan bli brukt med {{code|removecond}} for å ta bort en utslåelse. |
|| {{code|TF_COND_STUNNED}} | || {{code|TF_COND_STUNNED}} | ||
|- | |- | ||
Line 71: | Line 71: | ||
|| {{code|TF_COND_OFFENSEBUFF}} | || {{code|TF_COND_OFFENSEBUFF}} | ||
|- | |- | ||
− | | 17 || [[Chargin' Targe/no|Våpenskjold]]effekten. Vil få alle klasser til å bevege seg forover med en begrenset snufart, som å storme. (Demomans fart vil øke til 750 [[ | + | | 17 || [[Chargin' Targe/no|Våpenskjold]]effekten. Vil få alle klasser til å bevege seg forover med en begrenset snufart, som å storme. (Demomans fart vil øke til 750 [[Hammer unit/no|HE]]/s, og for Demomaner will effekten gå bort når stormmeteret tømmes). |
|| {{code|TF_COND_SHIELD_CHARGE}} | || {{code|TF_COND_SHIELD_CHARGE}} | ||
|- | |- | ||
Line 152: | Line 152: | ||
|| {{code|TF_COND_REPROGRAMMED}} | || {{code|TF_COND_REPROGRAMMED}} | ||
|- | |- | ||
− | | 44 || Kritiske treff fra [[ | + | | 44 || Kritiske treff fra [[Phlogistinator/no|Mmmph]]. |
|| {{code|TF_COND_CRITBOOSTED_RAGE_BUFF}} | || {{code|TF_COND_CRITBOOSTED_RAGE_BUFF}} | ||
|- | |- | ||
− | | 45 || Forsvarsforsterkningen til [[ | + | | 45 || Forsvarsforsterkningen til [[Phlogistinator/no|Mmmph]]. |
|| {{code|TF_COND_DEFENSEBUFF_HIGH}} | || {{code|TF_COND_DEFENSEBUFF_HIGH}} | ||
|- | |- | ||
Line 167: | Line 167: | ||
|| {{code|TF_COND_MARKEDFORDEATH_SILENT}} | || {{code|TF_COND_MARKEDFORDEATH_SILENT}} | ||
|- | |- | ||
− | | 49 || Å dukke gjør at spilleren ser ut som en [[Dispenser/no| | + | | 49 || Å dukke gjør at spilleren ser ut som en [[Dispenser/no|ladestasjon]] fra fiendelaget til fiendespillere. Som en sideeffekt, tvinger den spillerens fart til å bli 450 [[Hammer unit/no|Hammer Units]] per sekund (skrå bevegelse er på 520 HU/s. Å bytte våpen under denne statusen vil gjøre at spilleren kjapt stopper bevegelse, men etterpå beveger de seg igjen i 450 HU/s. Denne effekten gjør også at sensorvåpen ignorerer spilleren. Dette ble kanskje brukt for en Spy-forkledning som senere ble skrotet. |
|| {{code|TF_COND_DISGUISED_AS_DISPENSER}} | || {{code|TF_COND_DISGUISED_AS_DISPENSER}} | ||
|- | |- | ||
− | | 50 || Legger til gnister på spillerens hode (brukt når man [[ | + | | 50 || Legger til gnister på spillerens hode (brukt når man [[Sapper/no|Sapper]] en [[Robots/no|robot]] i [[Mann vs. Machine/no|Mann vs. Maskin]]). |
|| {{code|TF_COND_SAPPED}} | || {{code|TF_COND_SAPPED}} | ||
|- | |- | ||
− | | 51 || "Hemmelig" [[ÜberCharge/no|Überladning]] (spilleren ser seg selv som Überladet fra førsteperson, men de ser ikke u som det før de blir truffet av en skadekilde, ettersom spilleren da ser Überladet ut for flere sekunder. Veldig likt [[Robots/no|roboter]] i en [[Mann vs. Machine | + | | 51 || "Hemmelig" [[ÜberCharge/no|Überladning]] (spilleren ser seg selv som Überladet fra førsteperson, men de ser ikke u som det før de blir truffet av en skadekilde, ettersom spilleren da ser Überladet ut for flere sekunder. Veldig likt [[Robots/no|roboter]] i en [[Mann vs. Machine/no|Mann vs. Maskin]] bølge før de går inn i kamparenaen). |
|| {{code|TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED}} | || {{code|TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED}} | ||
|- | |- | ||
Line 179: | Line 179: | ||
|| {{code|TF_COND_INVULNERABLE_USER_BUFF}} | || {{code|TF_COND_INVULNERABLE_USER_BUFF}} | ||
|- | |- | ||
− | | 53 || | + | | 53 || Spilleren blir tvingt inn i tredjeperson og hører Bombinomicons replikker, som om hodet deres ble gjort om til en bombe. Hvis Merasmus er ute på kartet, vil spillerens hode bli til en bombe. Denne tilstanden kan gjøre at spilleren krasjer hvis den er lagt til på et kart som ikke er [[Ghost Fort/no|Ghost Fort]]. |
|| {{code|TF_COND_HALLOWEEN_BOMB_HEAD}} | || {{code|TF_COND_HALLOWEEN_BOMB_HEAD}} | ||
|- | |- | ||
− | | 54 || | + | | 54 || Spilleren kan ikke bevege seg og hører dansemusikken fra [[Ghost Fort/no|Ghost Fort]]. Alle hån gjort blir til [[Thriller/no|Thriller]]-hånet. |
|| {{code|TF_COND_HALLOWEEN_THRILLER}} | || {{code|TF_COND_HALLOWEEN_THRILLER}} | ||
|- | |- | ||
− | | 55 || | + | | 55 || Legger automatisk til tilstand 20 og 21 og gjør at spilleren og alle lagkamerater i nærheten helbredes som om de blir helbredet av en [[Amputator/no|amputør]]. Spilleren får poeng på tabellen om han/hun helbreder noen rundt seg. Tilstand 20 og 21 blir fjernet på slutten av et hån, men tilstand 55 forblir (selv om den ikke gjør noe lenger). |
|| {{code|TF_COND_RADIUSHEAL_ON_DAMAGE}} | || {{code|TF_COND_RADIUSHEAL_ON_DAMAGE}} | ||
|- | |- | ||
− | | 56 || | + | | 56 || En diverse «kritiske treff»-effekt. Sannsynligvis brukt for [[Wheel of Fate/no|skjebnehulet]]s kritiske treff. |
|| {{code|TF_COND_CRITBOOSTED_CARD_EFFECT}} | || {{code|TF_COND_CRITBOOSTED_CARD_EFFECT}} | ||
|- | |- | ||
− | | 57 || | + | | 57 || En diverse [[ÜberCharge/no|überladning]]seffekt. Sannsynligvis brukt for [[Wheel of Fate/no|skjebnehjulet]]s überladningseffekt. |
|| {{code|TF_COND_INVULNERABLE_CARD_EFFECT}} | || {{code|TF_COND_INVULNERABLE_CARD_EFFECT}} | ||
|- | |- | ||
− | | 58 || [[Vaccinator]] | + | | 58 || [[Vaccinator/no|Vaksinatør]]ens überladningsskuddbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_UBER_BULLET_RESIST}} | || {{code|TF_COND_MEDIGUN_UBER_BULLET_RESIST}} | ||
|- | |- | ||
− | | 59 || | + | | 59 || Vaksinatørens überladningsseksplosjonsbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_UBER_BLAST_RESIST}} | || {{code|TF_COND_MEDIGUN_UBER_BLAST_RESIST}} | ||
|- | |- | ||
− | | 60 || | + | | 60 || Vaksinatørens überladningsbrannbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_UBER_FIRE_RESIST}} | || {{code|TF_COND_MEDIGUN_UBER_FIRE_RESIST}} | ||
|- | |- | ||
− | | 61 || | + | | 61 || Vaksinatørens vanlige skuddbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_SMALL_BULLET_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_BULLET_RESIST}} | ||
|- | |- | ||
− | | 62 || | + | | 62 || Vaksinatørens vanlige eksplosjonsbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_SMALL_BLAST_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_BLAST_RESIST}} | ||
|- | |- | ||
− | | 63 || | + | | 63 || Vaksinatørens vanlige brannbeskyttelse. |
|| {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}} | ||
|- | |- | ||
− | | 64 || | + | | 64 || Spilleren blir umiddelbart usynlig. Brukt for usynlighets[[Magic spells/no|trylleformelen]]. |
|| {{code|TF_COND_STEALTHED_USER_BUFF}} | || {{code|TF_COND_STEALTHED_USER_BUFF}} | ||
|- | |- | ||
− | | 65 || | + | | 65 || Ukjent. |
|| {{code|TF_COND_MEDIGUN_DEBUFF}} | || {{code|TF_COND_MEDIGUN_DEBUFF}} | ||
|- | |- | ||
− | | 66 || | + | | 66 || Spilleren blir ignorert av fienderoboter og sensorvåpen, og blir usynlig med vanlig hastighet. Å angripe gjør spilleren synlig, men spilleren blir raskt usynlig igjen. Spilleren kan ikke angripe mens han/hun er usynlig. Spilleren får en skygget «Stealth»-ramme på skjermen. Brukt når usynlighetstrylleformelen holder på å avslutte. |
|| {{code|TF_COND_STEALTHED_USER_BUFF_FADING}} | || {{code|TF_COND_STEALTHED_USER_BUFF_FADING}} | ||
|- | |- | ||
− | | 67 || | + | | 67 || Spilleren tar ingen skade fra skudd. |
|| {{code|TF_COND_BULLET_IMMUNE}} | || {{code|TF_COND_BULLET_IMMUNE}} | ||
|- | |- | ||
− | | 68 || | + | | 68 || Spilleren tar ingen skade fra eksplosjoner. |
|| {{code|TF_COND_BLAST_IMMUNE}} | || {{code|TF_COND_BLAST_IMMUNE}} | ||
|- | |- | ||
− | | 69 || | + | | 69 || Spilleren tar ingen skade fra brann. |
|| {{code|TF_COND_FIRE_IMMUNE}} | || {{code|TF_COND_FIRE_IMMUNE}} | ||
|- | |- | ||
− | | 70 || | + | | 70 || Spilleren overlever all skade til helsen deres når 1, deretter vil tilstanden automatisk bli fjernet. Skade som hadde vært dødelig vises ikke som kamptekst over spillerens hode til angriperen. |
|| {{code|TF_COND_PREVENT_DEATH}} | || {{code|TF_COND_PREVENT_DEATH}} | ||
|- | |- | ||
− | | 71 || MvM | + | | 71 || MvM robot porterobrelse utslåelse (slår automatisk ut roboter og legger til en radioeffekt over hodene deres, men har ingen effekt på menneskelige spillere). |
|| {{code|TF_COND_MVM_BOT_STUN_RADIOWAVE}} | || {{code|TF_COND_MVM_BOT_STUN_RADIOWAVE}} | ||
|- | |- | ||
Line 257: | Line 257: | ||
|| {{code|TF_COND_MINICRITBOOSTED_ON_KILL}} | || {{code|TF_COND_MINICRITBOOSTED_ON_KILL}} | ||
|- | |- | ||
− | | 79 || Player has a 75% chance to dodge every time damage is taken (dodged damage | + | | 79 || Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). |
|| {{code|TF_COND_OBSCURED_SMOKE}} | || {{code|TF_COND_OBSCURED_SMOKE}} | ||
|- | |- | ||
Line 266: | Line 266: | ||
|| {{code|TF_COND_BLASTJUMPING}} | || {{code|TF_COND_BLASTJUMPING}} | ||
|- | |- | ||
− | | 82 || Player gains [[Carnival of Carnage|Bumper Car]] movement, controls and bumper car model. Associated HUD | + | | 82 || Player gains [[Carnival of Carnage|Bumper Car]] movement, controls and bumper car model. Associated HUD is not visible. |
|| {{code|TF_COND_HALLOWEEN_KART}} | || {{code|TF_COND_HALLOWEEN_KART}} | ||
|- | |- | ||
Line 284: | Line 284: | ||
|| {{code|TF_COND_FREEZE_INPUT}} | || {{code|TF_COND_FREEZE_INPUT}} | ||
|- | |- | ||
− | | 88 || Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This | + | | 88 || Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars. |
|| {{code|TF_COND_HALLOWEEN_KART_CAGE}} | || {{code|TF_COND_HALLOWEEN_KART_CAGE}} | ||
|- | |- | ||
− | | 89 || Player is considered as holding a [[Mannpower]] powerup. Using the {{code|dropitem}} command ([[ | + | | 89 || Player is considered as holding a [[Mannpower]] powerup. Using the {{code|dropitem}} command ([[List of default keys|default key]]: {{Key|L}}) drops a powerup pickup (usually Strength) and removes this condition. |
|| {{code|TF_COND_DONOTUSE_0}} | || {{code|TF_COND_DONOTUSE_0}} | ||
|- | |- | ||
Line 308: | Line 308: | ||
|| {{code|TF_COND_RUNE_REFLECT}} | || {{code|TF_COND_RUNE_REFLECT}} | ||
|- | |- | ||
− | | 96 || Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and | + | | 96 || Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. |
|| {{code|TF_COND_RUNE_PRECISION}} | || {{code|TF_COND_RUNE_PRECISION}} | ||
|- | |- | ||
Line 411: | Line 411: | ||
|} | |} | ||
− | {{note|Most of the conditions added with <code>addcond</code> | + | {{note|Most of the conditions added with <code>addcond</code> remain for an indefinite duration if no duration is specified, ending when the user dies, changes classes, or manually removes the condition with the <code>removecond</code> command. Some conditions (e.g. 5, 11) can be removed by being healed by a Medic.}} |
− | {{note|Invalid condition numbers | + | {{note|Invalid condition numbers use the closest valid condition.}} |
=== bot === | === bot === | ||
Line 431: | Line 431: | ||
=== hurtme === | === hurtme === | ||
− | Deals damage to the command user. The <code>hurtme</code> command must be followed by a number, such as <code>hurtme 50</code>. Players can use negative values to bring their health well beyond normal limits (a maximum of 16383), which usually displays incorrectly on the HUD. Health that is raised above the normal limit | + | Deals damage to the command user. The <code>hurtme</code> command must be followed by a number, such as <code>hurtme 50</code>. Players can use negative values to bring their health well beyond normal limits (a maximum of 16383), which usually displays incorrectly on the HUD. Health that is raised above the normal limit wears off as a normal overheal, but excessive use of <code>hurtme</code> in this way can cause the user's health to drain continually until dying. |
=== impulse === | === impulse === | ||
Line 473: | Line 473: | ||
:{{cvar|'''ent_create merasmus'''}} - spawns [[Merasmus]]. | :{{cvar|'''ent_create merasmus'''}} - spawns [[Merasmus]]. | ||
:{{cvar|'''ent_create eyeball_boss'''}} - spawns a BLU team-colored [[Monoculus]] just like the one summoned from the Helltower spell. | :{{cvar|'''ent_create eyeball_boss'''}} - spawns a BLU team-colored [[Monoculus]] just like the one summoned from the Helltower spell. | ||
− | :{{cvar|'''ent_create headless_hatman'''}} - spawns [[Horseless Headless | + | :{{cvar|'''ent_create headless_hatman'''}} - spawns [[Horseless Headless Horsemann]] |
− | :{{cvar|'''ent_create tf_zombie'''}} - spawns [[ | + | :{{cvar|'''ent_create tf_zombie'''}} - spawns [[skeletons]]. Before the [[Scream Fortress 2013|Scream Fortress Fifth Annual Helloween Special]], this would spawn a random class wearing a [[Voodoo-Cursed Soul]], with an invisible melee weapon. Use the '''teamnum''' parameter to change the spawned skeleton's class. |
::Additional entity Keyvalues (Halloween Bosses): | ::Additional entity Keyvalues (Halloween Bosses): | ||
− | :::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the Skeleton(s) | + | :::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the Skeleton(s) attack both teams. |
:::{{cvar|'''modelscale <float>'''}} - Sets boss scale. | :::{{cvar|'''modelscale <float>'''}} - Sets boss scale. | ||
:::Examples | :::Examples | ||
::::{{cvar|'''ent_create eyeball_boss teamnum 2 modelscale 5'''}} - Spawns Huge Monoculus on the RED team, using a red skin and only attacking BLU team members | ::::{{cvar|'''ent_create eyeball_boss teamnum 2 modelscale 5'''}} - Spawns Huge Monoculus on the RED team, using a red skin and only attacking BLU team members | ||
::::{{cvar|'''ent_create eyeball_boss teamnum 5'''}} - Spawns the original Monoculus boss. | ::::{{cvar|'''ent_create eyeball_boss teamnum 5'''}} - Spawns the original Monoculus boss. | ||
− | :{{cvar|'''ent_create tf_spell_pickup'''}} - Spawns a Halloween spellbook which | + | :{{cvar|'''ent_create tf_spell_pickup'''}} - Spawns a Halloween spellbook which grants the player a random magic spell when picked up, see [[Magic spells]]. |
::Additional entity Keyvalues (tf_spell_pickup): | ::Additional entity Keyvalues (tf_spell_pickup): | ||
:::{{cvar|'''tier <0/1>'''}} - Spellbook Type 0 - Normal, 1 - Rare. | :::{{cvar|'''tier <0/1>'''}} - Spellbook Type 0 - Normal, 1 - Rare. | ||
:::Examples | :::Examples | ||
− | ::::{{cvar|'''ent_create tf_spell_pickup tier 1'''}} - Spawns a rare spellbook which | + | ::::{{cvar|'''ent_create tf_spell_pickup tier 1'''}} - Spawns a rare spellbook which grants the player a random rare magic spell when picked up, see [[Magic spells#Rare Magic Spells|Rare Magic Spells]]. |
− | :{{cvar|'''ent_create tf_halloween_pickup'''}} - Spawns a Duck from [[Carnival of Carnage]]. These ducks | + | :{{cvar|'''ent_create tf_halloween_pickup'''}} - Spawns a Duck from [[Carnival of Carnage]]. These ducks respawn after 10 seconds of being picked up. |
− | :{{cvar|'''ent_create tf_pumpkin_bomb'''}} - Spawns a [[Pumpkin Bomb]] | + | :{{cvar|'''ent_create tf_pumpkin_bomb'''}} - Spawns a [[Pumpkin Bomb]]. |
− | :{{cvar|'''ent_create tank_boss'''}} - Spawns a [[Tank]] from Mann Vs. Machine. On Payload maps, the tank | + | :{{cvar|'''ent_create tank_boss'''}} - Spawns a [[Tank Robot]] from Mann Vs. Machine. On Payload maps, the tank attempts to follow the cart's path. If the tank collides with the cart, it explodes and drops money. |
::Additional entity keyvalues (tank_boss): | ::Additional entity keyvalues (tank_boss): | ||
:::{{cvar|'''speed <number>'''}} - Sets movement speed the tank. | :::{{cvar|'''speed <number>'''}} - Sets movement speed the tank. | ||
Line 498: | Line 498: | ||
::::{{cvar|'''ent_create tank_boss health 100'''}} - Spawns a MvM Tank with 100 health. | ::::{{cvar|'''ent_create tank_boss health 100'''}} - Spawns a MvM Tank with 100 health. | ||
::::{{cvar|'''ent_create tank_boss speed 999 modelscale 2 health 100000'''}} - Spawns a big, extremely fast moving MvM Tank with a lot of health. | ::::{{cvar|'''ent_create tank_boss speed 999 modelscale 2 health 100000'''}} - Spawns a big, extremely fast moving MvM Tank with a lot of health. | ||
− | :{{cvar|'''ent_create ghost'''}} - Spawns a Ghost. It | + | :{{cvar|'''ent_create ghost'''}} - Spawns a Ghost. It usually disappears or falls through the map, depending on the location. |
:{{cvar|'''ent_create item_powerup_rune'''}} - Spawns a Strength powerup, see [[Mannpower#Powerups]]. | :{{cvar|'''ent_create item_powerup_rune'''}} - Spawns a Strength powerup, see [[Mannpower#Powerups]]. | ||
:{{cvar|'''ent_create npc_handgrenade'''}} - Spawns a grenade that explodes instantly, dealing splash damage. | :{{cvar|'''ent_create npc_handgrenade'''}} - Spawns a grenade that explodes instantly, dealing splash damage. | ||
− | :{{cvar|'''ent_create hightower_teleport_vortex teamnum 2 lifetime 5'''}} - Spawns a RED [[Monoculus]] purple vortex that | + | :{{cvar|'''ent_create hightower_teleport_vortex teamnum 2 lifetime 5'''}} - Spawns a RED [[Monoculus]] purple vortex that sucks in any player that gets close to it. |
:{{cvar|'''ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl'''}} - Spawns a [[Mann vs. Machine]] bot bomb. | :{{cvar|'''ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl'''}} - Spawns a [[Mann vs. Machine]] bot bomb. | ||
::Additional entity keyvalues (item_teamflag): | ::Additional entity keyvalues (item_teamflag): | ||
:::{{cvar|'''gametype <0/1/2/3/4/5/6>'''}} - Gamemode 1 - CTF, 2 - MVM, 3 - Invade, 4 - SD, 5 - RD, 6 - PD. | :::{{cvar|'''gametype <0/1/2/3/4/5/6>'''}} - Gamemode 1 - CTF, 2 - MVM, 3 - Invade, 4 - SD, 5 - RD, 6 - PD. | ||
− | :::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the flag spawned | + | :::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the flag spawned is white, and can be picked up by both teams. |
:::{{cvar|'''model <string>'''}} - Sets flag's model path. | :::{{cvar|'''model <string>'''}} - Sets flag's model path. | ||
:{{cvar|'''ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01'''}} - spawns an Engineer model with a looping taunt animation using the default [[Shotgun]] taunt for Engineer. | :{{cvar|'''ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01'''}} - spawns an Engineer model with a looping taunt animation using the default [[Shotgun]] taunt for Engineer. | ||
Line 520: | Line 520: | ||
:{{cvar|'''ent_create obj_sentrygun'''}} - spawns in a level 1 [[Sentry Gun]] where the player is aiming | :{{cvar|'''ent_create obj_sentrygun'''}} - spawns in a level 1 [[Sentry Gun]] where the player is aiming | ||
:{{cvar|'''ent_create obj_dispenser'''}} - spawns in a level 1 [[Dispenser]] where the player is aiming | :{{cvar|'''ent_create obj_dispenser'''}} - spawns in a level 1 [[Dispenser]] where the player is aiming | ||
− | :{{cvar|'''ent_create obj_teleporter'''}} - spawns in a level 1 [[Teleporter]] where the player is aiming | + | :{{cvar|'''ent_create obj_teleporter'''}} - spawns in a level 1 [[Teleporters|Teleporter]] where the player is aiming |
::Additional entity keyvalues (Engineer Buildings): | ::Additional entity keyvalues (Engineer Buildings): | ||
:::{{cvar|'''modelscale <float>'''}} - Sets model scale. | :::{{cvar|'''modelscale <float>'''}} - Sets model scale. | ||
− | :::{{cvar|'''teamnum <2/3>'''}} - Team Number (RED/BLU) (If 0 is used, it | + | :::{{cvar|'''teamnum <2/3>'''}} - Team Number (RED/BLU) (If 0 is used, it spawns a sentry on the Unassigned team and can be attacked by both teams). |
:::{{cvar|'''defaultupgrade <0/1/2>'''}} - Building Level (1/2/3) | :::{{cvar|'''defaultupgrade <0/1/2>'''}} - Building Level (1/2/3) | ||
:::{{cvar|'''spawnflags <number>'''}} - Examples include '''spawnflags 2''' for invulnerability, '''4''' to make the building upgradable, and '''8''' to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effects, for example, '''14''' would make the building invulnerable, upgradable, and have infinite ammo. This can also be used on any other entity that has the spawnflags output. | :::{{cvar|'''spawnflags <number>'''}} - Examples include '''spawnflags 2''' for invulnerability, '''4''' to make the building upgradable, and '''8''' to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effects, for example, '''14''' would make the building invulnerable, upgradable, and have infinite ammo. This can also be used on any other entity that has the spawnflags output. | ||
Line 545: | Line 545: | ||
=== ent_remove === | === ent_remove === | ||
− | |||
'''ent_remove''' can be used standalone to remove the entity that the crosshair is pointed at, such as an AI bot or spawned model. It can also be used as '''ent_remove_all''' to remove all instances of a specific type of entity from the match, such as '''ent_remove_all merasmus''' to remove all Merasmus entities. | '''ent_remove''' can be used standalone to remove the entity that the crosshair is pointed at, such as an AI bot or spawned model. It can also be used as '''ent_remove_all''' to remove all instances of a specific type of entity from the match, such as '''ent_remove_all merasmus''' to remove all Merasmus entities. | ||
=== ent_fire === | === ent_fire === | ||
− | |||
:'''ent_fire team_round_timer addtime <seconds>''', adds/removes a specified amount of time to/from the stopwatch timer. For example, '''ent_fire team_round_timer addtime -60''' removes 60 seconds from the clock. | :'''ent_fire team_round_timer addtime <seconds>''', adds/removes a specified amount of time to/from the stopwatch timer. For example, '''ent_fire team_round_timer addtime -60''' removes 60 seconds from the clock. | ||
:'''ent_fire team_round_timer pause/resume''', pauses/unpauses the timer. | :'''ent_fire team_round_timer pause/resume''', pauses/unpauses the timer. | ||
:'''ent_fire team_round_timer disable/enable''', disables/enables the timer. If disabled, the timer is essentially paused but also removed from the HUD. | :'''ent_fire team_round_timer disable/enable''', disables/enables the timer. If disabled, the timer is essentially paused but also removed from the HUD. | ||
− | :'''ent_fire !picker setbuilder !self''' while looking at an unnamed building | + | :'''ent_fire !picker setbuilder !self''' while looking at an unnamed building makes the player the owner. |
:'''ent_fire player SpeakResponseConcept HalloweenLongFall''' forced all players to scream | :'''ent_fire player SpeakResponseConcept HalloweenLongFall''' forced all players to scream | ||
=== Power Play === | === Power Play === | ||
− | {{youtube tn|Wo0iKLGpgu0|{{steamid|76561197960435530|Robin Walker}} using a [[ | + | {{youtube tn|Wo0iKLGpgu0|{{steamid|76561197960435530|Robin Walker}} using a [[Valve (quality)|Valve Rocket Launcher]] and under the effects of power play during a charity livestream.|align=right}} |
− | '''Power play''' is a hidden command that grants Valve employees the ability to cheat on any server. (Even if <code>sv_cheats</code> is off). Two covertly named console commands <code>condump_on</code> and <code>condump_off</code> are used to toggle power play. If there is any string after the powerplay command is executed, (for example, <code>condump_on 1</code>) it | + | '''Power play''' is a hidden command that grants Valve employees the ability to cheat on any server. (Even if <code>sv_cheats</code> is off). Two covertly named console commands <code>condump_on</code> and <code>condump_off</code> are used to toggle power play. If there is any string after the powerplay command is executed, (for example, <code>condump_on 1</code>) it activates powerplay for the whole team the developer is on rather than only the developer issuing the command. When activated, power play grants all [[Medi Gun]] effects at once. This includes damage invulnerability from the [[Medi Gun]]; 100% critical hits from the [[Kritzkrieg]]; bullet, explosive, and fire resistance from the [[Vaccinator]], and knockback immunity from the [[Quick-Fix]]. Under the effects of power play, the player appears on fire and frequently utters an evil laugh, taunting helpless victims. |
− | Changes to the game since power play was introduced has caused a few bugs. Players | + | Changes to the game since power play was introduced has caused a few bugs. Players lose their Medi Gun effects over time if they are not continually healed by a [[Medic]]. The [[Quick-Fix]] [[ÜberCharge]] is applied, but has no healing effect, but does grant knockback immunity. |
Currently, only nine Steam accounts have access to power play. They are listed below. | Currently, only nine Steam accounts have access to power play. They are listed below. |
Latest revision as of 17:01, 30 March 2023
Denne siden er i ferd med å bli oversatt til norsk. Hvis du snakker norsk, post på diskusjonssiden eller snakk med de som har bidratt til siden ( ved å se på sidens historie). |
“ | Du kommer bare så langt ved å jukse.
Klikk for å lytte (på Engelsk)
— Sniper om juksekoder
|
” |
Det er en rekke med juksekoder spiller kan bruke på tjenere satt til sv_cheats 1
. Juksekoder kan bli brukt for flere forskjellige applikasjoner.
Ulikt å hacke eller å jukse, som aldri er lov, kan alle spillere bruke juksekoder som de vil på aktuelle tjenere (om de har lov fra tjeneroperatøren). Man kan ikke oppnå Prestasjoner med juksekoder på. Gjenstander vil fortsatt bli tilfeldig anskaffet om en tjener er satt til sv_cheats 1
.
sv_cheats 1
er ikke noen form for ekstern hacking eller juksing. Bruken av sv_cheats 1
vil ikke gi brukeren en VAC-utestengelse.
Innhold
Liste over juksekoder
addcond
addcond
-kommandoen gir spilleren en effekt. addcond
-kommandoen må ha et nummer etter seg, for eksempel addcond 5
. Hvor lenge den varer kan bli bestemt av å ha enda et nummer etter det første, som addcond 5 10
, hvor 10 er hvor lenge den varer i sekunder. Effektene kan vanligvis bli slettet av å skrive removecond
og det tilsvarende nummeret, og BOT-er kan bli gitt effekter av å bruke bot_command
med addcond
.
Forskjellige nummere har forskjellige effekter som blir listet her:
ID | Description | Internal Name |
---|---|---|
0 | Saktegjort (Som når man revver en mitraljøse eller når man zoomer inn med snikskytterrifler). Viser spillerfiguren i klassens zoomet inn/revver-pose (for klasser uten denne animasjonen, bruker denne Referanseposen). | TF_COND_AIMING
|
1 | Snikskytterriflens zoom. Hvis effekten blir slått på i tredjeperson, vil spilleren bli usynlig. Om man bytter våpen mens denne effekten er aktiv når våpenet ikke kan bli zoomet inn med, vil spille krasje. | TF_COND_ZOOMED
|
2 | Forkledningsrøyk. | TF_COND_DISGUISING
|
3 | Forkledningspåføring. | TF_COND_DISGUISED
|
4 | Usynlighetseffekt. Å bruke denne effekt som Spy aktiverer usynlighet uten lyd (Med den valgte PDA-ens utplasseringseffekt). Om den er brukt av en klasse utenom Spy, vil spilleren umiddelbart bli synlig igjen uten lyd. | TF_COND_STEALTHED
|
5 | Helsepistolens Uskadelighetseffekt. Effekten blir deaktivert om brukeren får helbredelse fra en Dispenser, Nyttelastvogn eller Medics Sekundær Helsepistol. Effekten blir også deaktivert på en Medic om han aktiverer eller kommer til slutten av hans egen Überladning. Medics selvhelbredelse har ikke noen effekt på den. | TF_COND_INVULNERABLE
|
6 | Teleporterstøv. | TF_COND_TELEPORTED
|
7 | Er ment for å være hån. Gjør ingenting via addcond , men kan bli brukt med removecond får å umiddelbart slutte å håne.
|
TF_COND_TAUNTING
|
8 | Überladningens slutteffekt, om spilleren er Überladet. | TF_COND_INVULNERABLE_WEARINGOFF
|
9 | Blinkeeffekt om man er usynlig. Den blir slettet med engang. | TF_COND_STEALTHED_BLINK
|
10 | Ment å være effekten for teleportering. Lar deg ikke gjøre det du valigvis ikke kan gjøre når du teleporterer (f.eks. å plukke opp Etterretningen). | TF_COND_SELECTED_TO_TELEPORT
|
11 | Gir Krits (Kritzkrieg, Hevn-krits). Slutter under de samme effektene som 5. | TF_COND_CRITBOOSTED
|
12 | Det er ment at denne effekten skal være en midlertidig skadeøkning. Gjør ingenting. | TF_COND_TMPDAMAGEBONUS
|
13 | Gir Dobbeltgjengerens usynlighetsbeskyttelsesøkning, virker med alle klokker som Spy. Vil automatisk aktivere effekt 4. | TF_COND_FEIGN_DEATH
|
14 | Bonk! Atomkraft-effekten. | TF_COND_PHASE
|
15 | Det er ment at dette skal være Utslått-effekten, men den legger bare til saktegjøringseffektikonet på HUD-en uten noe forandring på bevegelsesfart. Kan bli brukt med removecond for å ta bort en utslåelse.
|
TF_COND_STUNNED
|
16 | Motivasjonsbannereffekten. | TF_COND_OFFENSEBUFF
|
17 | Våpenskjoldeffekten. Vil få alle klasser til å bevege seg forover med en begrenset snufart, som å storme. (Demomans fart vil øke til 750 HE/s, og for Demomaner will effekten gå bort når stormmeteret tømmes). | TF_COND_SHIELD_CHARGE
|
18 | Det er ment at dette skal være den glødende øyeeffekten til Øyelenderens hodetakning. Kan bli brukt med removecond for å ta bort glødeeffekten.
|
TF_COND_DEMO_BUFF
|
19 | Krit-a-cola– /Biffsmørbrød– /Krypskytterens Karabin-effekten. | TF_COND_ENERGY_BUFF
|
20 | Medikerende Melodi-effekten (Helbreder ikke, legger kun til ringer rundt spillerens føtter; ringene er tatt bort etter et hån slutter, men effekten fortsetter å være påslått). | TF_COND_RADIUSHEAL
|
21 | Det er ment at dette skal være effekten fra f.eks. Helsepistoler og dispensere. Kan bli brukt med removecond for å slette en sånn effekt.
|
TF_COND_HEALTH_BUFF
|
22 | Reaksjonen for å ta fyr (lyd og tale, men ingen brann). Kan bli brukt med removecond for å slukke etterbrenning.
|
TF_COND_BURNING
|
23 | Denne er ment til å vise Overhelbredelse. Den gjør ingenting. | TF_COND_HEALTH_OVERHEALED
|
24 | Jarateeffekten. | TF_COND_URINE
|
25 | Det er ment at dette skal være blødningseffekten. Kan kun bli brukt med removecond for å slutte å blø.
|
TF_COND_BLEEDING
|
26 | Bataljonens Bistand-effekten. | TF_COND_DEFENSEBUFF
|
27 | Mannevond Melk-effekten. | TF_COND_MAD_MILK
|
28 | Kvikk-fixens visuelle effekter og tilbakeslagsmotstand (ingen helbredelse). Slettes under de samme effektene som 5. | TF_COND_MEGAHEAL
|
29 | Erobrereffekten. | TF_COND_REGENONDAMAGEBUFF
|
30 | Krigsvifteeffekten (dødsmerket). | TF_COND_MARKEDFORDEATH
|
31 | Alle angrep er mini-kriter (våpenet gløder ikke, men effekter og lyder skjer). Spilleren kan ikke bli helbredet på noen måte. | TF_COND_NOHEALINGDAMAGEBUFF
|
32 | Disiplinærstraffeffekten. | TF_COND_SPEED_BOOST
|
33 | Gir halloweengresskarens kritiske treff. | TF_COND_CRITBOOSTED_PUMPKIN
|
34 | Gir Hjelpefeltsflaskens kritiske treff. Gir kritiske treff og dobler Sensorvåpenets skytehastighet. | TF_COND_CRITBOOSTED_USER_BUFF
|
35 | Spillerens våpen får krit-glødeffekten og krit-lyder som når man stormer (men får ikke kritiske treff). Automatisk lagt til av effekt 17 når spillerens stormeladningsmeter går under 75%. | TF_COND_CRITBOOSTED_DEMO_CHARGE
|
36 | Hypereffektens flerhopp. På klasser utenom Scout, gir denne kun den lilla glødeeffekten på våpen, men ingen ekstrahopp er gitt. | TF_COND_SODAPOPPER_HYPE
|
37 | Gir kritiske treff som når man får et Første drap. | TF_COND_CRITBOOSTED_FIRST_BLOOD
|
38 | Kritiske treff gitt til seirende lag. | TF_COND_CRITBOOSTED_BONUS_TIME
|
39 | Gir kritiske treff som når en etterretning blir sikret. | TF_COND_CRITBOOSTED_CTF_CAPTURE
|
40 | Gir kritiske treff fra våpen som gir kritiske treff fra drap (Kameratens Gromme Boksehansker). | TF_COND_CRITBOOSTED_ON_KILL
|
41 | Kan ikke bytte fra nærkampsvåpen (som når man spiser et Biffsmørbrød). | TF_COND_CANNOT_SWITCH_FROM_MELEE
|
42 | Spilleren tar 35% mindre skade (50% mindre fra sensorvåpen), og får lagfargede forsterkningsringer. Dette er brukt på bombebærerens forsvarsforsterkning i Mann vs. Maskin. Dette er som efffekt 26, men uten ikonet ovenfor helsemeteret i HUD-en. | TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
|
43 | "Omprogrammert". Denne effekten virker ikke lenger. Forrige funksjon: bytter spilleren fra BLU til RED til effekten er ferdig. Å fjerne denne effekten gjør at spilleren bytter fra RED til BLU. Legger til gnister på spillerens hode. Legger automatisk til effekt 15 og saktner ned spilleren for 5 sekunder. | TF_COND_REPROGRAMMED
|
44 | Kritiske treff fra Mmmph. | TF_COND_CRITBOOSTED_RAGE_BUFF
|
45 | Forsvarsforsterkningen til Mmmph. | TF_COND_DEFENSEBUFF_HIGH
|
46 | Fokuseffekten. Dette har kune effekt på Sniper sine primærvåpen, men ikke klassikeren, jegeren eller trimmet trinsebue. Alle andre våpen får fortsatt lyneffektene. | TF_COND_SNIPERCHARGE_RAGE_BUFF
|
47 | Fjerner håndheverens 20% skadebonus, som når den skyter for å fjerne en forkledning. | TF_COND_DISGUISE_WEARINGOFF
|
48 | Selv-markert for døden (som med å hale redningspatrjulen). | TF_COND_MARKEDFORDEATH_SILENT
|
49 | Å dukke gjør at spilleren ser ut som en ladestasjon fra fiendelaget til fiendespillere. Som en sideeffekt, tvinger den spillerens fart til å bli 450 Hammer Units per sekund (skrå bevegelse er på 520 HU/s. Å bytte våpen under denne statusen vil gjøre at spilleren kjapt stopper bevegelse, men etterpå beveger de seg igjen i 450 HU/s. Denne effekten gjør også at sensorvåpen ignorerer spilleren. Dette ble kanskje brukt for en Spy-forkledning som senere ble skrotet. | TF_COND_DISGUISED_AS_DISPENSER
|
50 | Legger til gnister på spillerens hode (brukt når man Sapper en robot i Mann vs. Maskin). | TF_COND_SAPPED
|
51 | "Hemmelig" Überladning (spilleren ser seg selv som Überladet fra førsteperson, men de ser ikke u som det før de blir truffet av en skadekilde, ettersom spilleren da ser Überladet ut for flere sekunder. Veldig likt roboter i en Mann vs. Maskin bølge før de går inn i kamparenaen). | TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
|
52 | Hjelpefeltflaskens Überladning. Forminsker skade til sensorvåpenet ditt. Dette brukes også i Mannsterk som spawn-beskyttelse. | TF_COND_INVULNERABLE_USER_BUFF
|
53 | Spilleren blir tvingt inn i tredjeperson og hører Bombinomicons replikker, som om hodet deres ble gjort om til en bombe. Hvis Merasmus er ute på kartet, vil spillerens hode bli til en bombe. Denne tilstanden kan gjøre at spilleren krasjer hvis den er lagt til på et kart som ikke er Ghost Fort. | TF_COND_HALLOWEEN_BOMB_HEAD
|
54 | Spilleren kan ikke bevege seg og hører dansemusikken fra Ghost Fort. Alle hån gjort blir til Thriller-hånet. | TF_COND_HALLOWEEN_THRILLER
|
55 | Legger automatisk til tilstand 20 og 21 og gjør at spilleren og alle lagkamerater i nærheten helbredes som om de blir helbredet av en amputør. Spilleren får poeng på tabellen om han/hun helbreder noen rundt seg. Tilstand 20 og 21 blir fjernet på slutten av et hån, men tilstand 55 forblir (selv om den ikke gjør noe lenger). | TF_COND_RADIUSHEAL_ON_DAMAGE
|
56 | En diverse «kritiske treff»-effekt. Sannsynligvis brukt for skjebnehulets kritiske treff. | TF_COND_CRITBOOSTED_CARD_EFFECT
|
57 | En diverse überladningseffekt. Sannsynligvis brukt for skjebnehjulets überladningseffekt. | TF_COND_INVULNERABLE_CARD_EFFECT
|
58 | Vaksinatørens überladningsskuddbeskyttelse. | TF_COND_MEDIGUN_UBER_BULLET_RESIST
|
59 | Vaksinatørens überladningsseksplosjonsbeskyttelse. | TF_COND_MEDIGUN_UBER_BLAST_RESIST
|
60 | Vaksinatørens überladningsbrannbeskyttelse. | TF_COND_MEDIGUN_UBER_FIRE_RESIST
|
61 | Vaksinatørens vanlige skuddbeskyttelse. | TF_COND_MEDIGUN_SMALL_BULLET_RESIST
|
62 | Vaksinatørens vanlige eksplosjonsbeskyttelse. | TF_COND_MEDIGUN_SMALL_BLAST_RESIST
|
63 | Vaksinatørens vanlige brannbeskyttelse. | TF_COND_MEDIGUN_SMALL_FIRE_RESIST
|
64 | Spilleren blir umiddelbart usynlig. Brukt for usynlighetstrylleformelen. | TF_COND_STEALTHED_USER_BUFF
|
65 | Ukjent. | TF_COND_MEDIGUN_DEBUFF
|
66 | Spilleren blir ignorert av fienderoboter og sensorvåpen, og blir usynlig med vanlig hastighet. Å angripe gjør spilleren synlig, men spilleren blir raskt usynlig igjen. Spilleren kan ikke angripe mens han/hun er usynlig. Spilleren får en skygget «Stealth»-ramme på skjermen. Brukt når usynlighetstrylleformelen holder på å avslutte. | TF_COND_STEALTHED_USER_BUFF_FADING
|
67 | Spilleren tar ingen skade fra skudd. | TF_COND_BULLET_IMMUNE
|
68 | Spilleren tar ingen skade fra eksplosjoner. | TF_COND_BLAST_IMMUNE
|
69 | Spilleren tar ingen skade fra brann. | TF_COND_FIRE_IMMUNE
|
70 | Spilleren overlever all skade til helsen deres når 1, deretter vil tilstanden automatisk bli fjernet. Skade som hadde vært dødelig vises ikke som kamptekst over spillerens hode til angriperen. | TF_COND_PREVENT_DEATH
|
71 | MvM robot porterobrelse utslåelse (slår automatisk ut roboter og legger til en radioeffekt over hodene deres, men har ingen effekt på menneskelige spillere). | TF_COND_MVM_BOT_STUN_RADIOWAVE
|
72 | Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell. | TF_COND_HALLOWEEN_SPEED_BOOST
|
73 | Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell. | TF_COND_HALLOWEEN_QUICK_HEAL
|
74 | Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view. | TF_COND_HALLOWEEN_GIANT
|
75 | Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone. | TF_COND_HALLOWEEN_TINY
|
76 | Player gains condition 77 upon death, used for when the player is in Hell. | TF_COND_HALLOWEEN_IN_HELL
|
77 | Player becomes a Ghost; can be reverted with removecond .
|
TF_COND_HALLOWEEN_GHOST_MODE
|
78 | Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (like the Cleaner's Carbine before the 17 desember 2015 Patch), but is unused. | TF_COND_MINICRITBOOSTED_ON_KILL
|
79 | Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). | TF_COND_OBSCURED_SMOKE
|
80 | Player gains a parachute if airborne. Removed upon landing. | TF_COND_PARACHUTE_ACTIVE
|
81 | Player gains fire rate bonus on the Air Strike. | TF_COND_BLASTJUMPING
|
82 | Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not visible. | TF_COND_HALLOWEEN_KART
|
83 | Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player. | TF_COND_HALLOWEEN_KART_DASH
|
84 | Player gains a larger head and lowered gravity. | TF_COND_BALLOON_HEAD
|
85 | Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added. | TF_COND_MELEE_ONLY
|
86 | Player can swim in air, and gains vision effects as if underwater or covered in Jarate. | TF_COND_SWIMMING_CURSE
|
87 | Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however. | TF_COND_FREEZE_INPUT
|
88 | Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars. | TF_COND_HALLOWEEN_KART_CAGE
|
89 | Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes this condition.
|
TF_COND_DONOTUSE_0
|
90 | Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode. | TF_COND_RUNE_STRENGTH
|
91 | Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode. | TF_COND_RUNE_HASTE
|
92 | Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode. | TF_COND_RUNE_REGEN
|
93 | Player gains a 50% resistance to all incoming damage, as well as an immunity to all critical hits. Used for the "Resistance" powerup in Mannpower mode. | TF_COND_RUNE_RESIST
|
94 | Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode. | TF_COND_RUNE_VAMPIRE
|
95 | Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode. | TF_COND_RUNE_REFLECT
|
96 | Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. | TF_COND_RUNE_PRECISION
|
97 | Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode. | TF_COND_RUNE_AGILITY
|
98 | Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK
|
99 | Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK_SAFEFALL
|
100 | Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing. | TF_COND_GRAPPLINGHOOK_LATCHED
|
101 | Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD. | TF_COND_GRAPPLINGHOOK_BLEEDING
|
102 | Added when a player activates their Dead Ringer, giving them immunity to afterburn. | TF_COND_AFTERBURN_IMMUNE
|
103 | Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode. | TF_COND_RUNE_KNOCKOUT
|
104 | Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. | TF_COND_RUNE_IMBALANCE
|
105 | Mannpower Crit powerup. | TF_COND_CRITBOOSTED_RUNE_TEMP
|
106 | Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect. | TF_COND_PASSTIME_INTERCEPTION
|
107 | Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay. | TF_COND_SWIMMING_NO_EFFECTS
|
108 | "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used.
|
TF_COND_PURGATORY
|
109 | Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode. | TF_COND_RUNE_KING
|
110 | The Plague powerup from Mannpower. | TF_COND_RUNE_PLAGUE
|
111 | The Supernova powerup from Mannpower. | TF_COND_RUNE_SUPERNOVA
|
112 | Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup. | TF_COND_PLAGUE
|
113 | The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate. | TF_COND_KING_BUFFED
|
114 | Enables glow outlines on friendly players and buildings. Used when player respawns. | TF_COND_TEAM_GLOWS
|
115 | Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. | TF_COND_KNOCKED_INTO_AIR
|
116 | Applied when the player is on the competitive winner's podium. | TF_COND_COMPETITIVE_WINNER
|
117 | Applied when the player is on the loser team in competitive match summary. Prevents taunting. | TF_COND_COMPETITIVE_LOSER
|
118 | The healing debuff added by the Pyro's Flamethrower. | TF_COND_HEALING_DEBUFF
|
119 | Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death. | TF_COND_PASSTIME_PENALTY_DEBUFF
|
120 | Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic. | TF_COND_GRAPPLED_TO_PLAYER
|
121 | Unknown. Checked when attempting to set the target for a grappling hook. | TF_COND_GRAPPLED_BY_PLAYER
|
122 | Added when deploying the B.A.S.E. Jumper. | TF_COND_PARACHUTE_DEPLOYED
|
123 | Gas coating effect from the Gas Passer. | TF_COND_GAS
|
124 | Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. | TF_COND_BURNING_PYRO
|
125 | Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. | TF_COND_ROCKETPACK
|
126 | When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving. | TF_COND_LOST_FOOTING
|
127 | Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction. | TF_COND_AIR_CURRENT
|
128 | Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed. | TF_COND_HALLOWEEN_HELL_HEAL
|
129 | Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup. | TF_COND_POWERUPMODE_DOMINANT
|
Most of the conditions added with addcond
remain for an indefinite duration if no duration is specified, ending when the user dies, changes classes, or manually removes the condition with the removecond
command. Some conditions (e.g. 5, 11) can be removed by being healed by a Medic.
Invalid condition numbers use the closest valid condition.
bot
- See also Bots
Bots can both be spawned and given commands.
buddha
Prevents lethal damage to the user (can still take damage, but doesn't cause health to go below 1 in most cases). Toggle.
Please note that in rare cases, you may die from sustained damage.
Debug commands
Debug commands are generally cheats. They are used to test game mechanics. Some noteworthy ones are
tf_debug_damage
: Performs a console print every time anyone takes damage, giving information about damage variables such as the distance of the attack and health left of the target.tf_debug_flamethrower
: Allows you to see the hitboxes of fire particles as well as visual information about when targets are hit by fire.
hurtme
Deals damage to the command user. The hurtme
command must be followed by a number, such as hurtme 50
. Players can use negative values to bring their health well beyond normal limits (a maximum of 16383), which usually displays incorrectly on the HUD. Health that is raised above the normal limit wears off as a normal overheal, but excessive use of hurtme
in this way can cause the user's health to drain continually until dying.
impulse
The impulse
command is used for both cheats and non-cheats (the most common non-cheat being paint spray, which is impulse 201
). The impulse
command must be followed by a number, such as impulse 101
. Different numbers have different effects, as listed below.
ID | Description |
---|---|
101 | Refills all weapons and health (like Resupply). |
102 | Spawns human skull. |
106 | Identifies model being aimed at. |
107 | Identifies texture being aimed at. |
200 | Plays holster/draw animations. |
201 | Sprays your selected spray. |
202 | Plays a custom sound to players who have set cl_customsounds 1 . The sound is configured using cl_soundfile filename.wav .
|
203 | Removes object being aimed at like ent_remove and ent_fire _____ kill, but doesn't print "Removed [entity name] (Name)" in the console. |
221-239 | If the player is a Spy, starts the disguise process. 221-229 are for a RED disguise, while 231-239 are for a BLU disguise (230 is non-functional). The final digit selects the disguise class, but this number does not correspond to the class numbers shown on the class selection screen. |
noclip
Lets the player fly around and go through walls as if they were a free-roam spectator. Players can still take damage, such as from environmental hazards. Toggle.
thirdperson
Changes your view to third-person, similarly to the third-person Spectator view. Can be undone with firstperson
or taunting.
currency_give
Gives a specified amount of credits in Mann vs. Machine. The maximum appears to be 30000 credits; excessive amounts may crash the server. For example, currency_give 10000
gives you 10,000 credits. It can also be used to take away credits with a negative number.
ent_create
ent_create entity_soldier_statue
- spawns Soldier statue.ent_create merasmus
- spawns Merasmus.ent_create eyeball_boss
- spawns a BLU team-colored Monoculus just like the one summoned from the Helltower spell.ent_create headless_hatman
- spawns Horseless Headless Horsemannent_create tf_zombie
- spawns skeletons. Before the Scream Fortress Fifth Annual Helloween Special, this would spawn a random class wearing a Voodoo-Cursed Soul, with an invisible melee weapon. Use the teamnum parameter to change the spawned skeleton's class.- Additional entity Keyvalues (Halloween Bosses):
teamnum <0/2/3>
- Team Number (Any/RED/BLU) If set to 0, the Skeleton(s) attack both teams.modelscale <float>
- Sets boss scale.- Examples
ent_create eyeball_boss teamnum 2 modelscale 5
- Spawns Huge Monoculus on the RED team, using a red skin and only attacking BLU team membersent_create eyeball_boss teamnum 5
- Spawns the original Monoculus boss.
- Additional entity Keyvalues (Halloween Bosses):
ent_create tf_spell_pickup
- Spawns a Halloween spellbook which grants the player a random magic spell when picked up, see Magic spells.- Additional entity Keyvalues (tf_spell_pickup):
tier <0/1>
- Spellbook Type 0 - Normal, 1 - Rare.- Examples
ent_create tf_spell_pickup tier 1
- Spawns a rare spellbook which grants the player a random rare magic spell when picked up, see Rare Magic Spells.
- Additional entity Keyvalues (tf_spell_pickup):
ent_create tf_halloween_pickup
- Spawns a Duck from Carnival of Carnage. These ducks respawn after 10 seconds of being picked up.ent_create tf_pumpkin_bomb
- Spawns a Pumpkin Bomb.ent_create tank_boss
- Spawns a Tank Robot from Mann Vs. Machine. On Payload maps, the tank attempts to follow the cart's path. If the tank collides with the cart, it explodes and drops money.- Additional entity keyvalues (tank_boss):
speed <number>
- Sets movement speed the tank.modelscale <float>
- Sets tank scale.health <number>
- Sets tank health.- Examples
ent_create tank_boss speed 1
- Spawns an extremely slow moving MvM Tank.ent_create tank_boss modelscale 5
- Spawn a gigantic MvM Tank.ent_create tank_boss health 100
- Spawns a MvM Tank with 100 health.ent_create tank_boss speed 999 modelscale 2 health 100000
- Spawns a big, extremely fast moving MvM Tank with a lot of health.
- Additional entity keyvalues (tank_boss):
ent_create ghost
- Spawns a Ghost. It usually disappears or falls through the map, depending on the location.ent_create item_powerup_rune
- Spawns a Strength powerup, see Mannpower#Powerups.ent_create npc_handgrenade
- Spawns a grenade that explodes instantly, dealing splash damage.ent_create hightower_teleport_vortex teamnum 2 lifetime 5
- Spawns a RED Monoculus purple vortex that sucks in any player that gets close to it.ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl
- Spawns a Mann vs. Machine bot bomb.- Additional entity keyvalues (item_teamflag):
gametype <0/1/2/3/4/5/6>
- Gamemode 1 - CTF, 2 - MVM, 3 - Invade, 4 - SD, 5 - RD, 6 - PD.teamnum <0/2/3>
- Team Number (Any/RED/BLU) If set to 0, the flag spawned is white, and can be picked up by both teams.model <string>
- Sets flag's model path.
- Additional entity keyvalues (item_teamflag):
ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01
- spawns an Engineer model with a looping taunt animation using the default Shotgun taunt for Engineer.- Prop Dynamic Keyvalues:
solid <0/2/6>
- Prop's collisions 0 - Not Solid, 2 - Use Bounding Box, 6 - Use VPhysics.model <string>
- Sets prop's model path.modelscale <float>
- Sets model scale.defaultanim <string>
- Sets prop's animation path.
- Prop Dynamic Keyvalues:
ent_create ambient_generic message ui/gamestartup18.mp3 health 10
- spawns Rise of the Living Bread music or any sound from the game.- Additional entity keyvalues (ambient_generic):
message <string>
- Sets sound path.health <float>
- Sound volume.pitch <float>
- Sound pitch.
- Additional entity keyvalues (ambient_generic):
ent_create obj_sentrygun
- spawns in a level 1 Sentry Gun where the player is aimingent_create obj_dispenser
- spawns in a level 1 Dispenser where the player is aimingent_create obj_teleporter
- spawns in a level 1 Teleporter where the player is aiming- Additional entity keyvalues (Engineer Buildings):
modelscale <float>
- Sets model scale.teamnum <2/3>
- Team Number (RED/BLU) (If 0 is used, it spawns a sentry on the Unassigned team and can be attacked by both teams).defaultupgrade <0/1/2>
- Building Level (1/2/3)spawnflags <number>
- Examples include spawnflags 2 for invulnerability, 4 to make the building upgradable, and 8 to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effects, for example, 14 would make the building invulnerable, upgradable, and have infinite ammo. This can also be used on any other entity that has the spawnflags output.- Examples
ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8
- spawns a level 3 RED Sentry Gun with infinite ammo
- Additional entity keyvalues (Engineer Buildings):
ent_create info_particle_system start_active 1 effect_name cinefx_goldrush
- spawns Payload cart explosion effect with no sound or damage.- Additional entity keyvalues (info_particle_system):
effect_name <string>
- Sets Particles, see VDC Particle List.
- Additional entity keyvalues (info_particle_system):
ent_create light_dynamic
- spawns dynamic light.- Additional entity keyvalues (light_dynamic):
_light (<Red> <Green> <Blue> <Alpha>)
- Sets the light color.brightness <float>
- Sets the light brightness.distance <float>
- Sets the light distance.style <float>
- Sets the light style, See VDC Light Appearances.- Examples
ent_create light_dynamic distance 256 brightness 10 style 2 _light "255 255 255 255"
- spawns a white strong pulse light that has full bright and small distance
- Additional entity keyvalues (light_dynamic):
Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.
Certain entities may crash the game when spawned.
ent_remove
ent_remove can be used standalone to remove the entity that the crosshair is pointed at, such as an AI bot or spawned model. It can also be used as ent_remove_all to remove all instances of a specific type of entity from the match, such as ent_remove_all merasmus to remove all Merasmus entities.
ent_fire
- ent_fire team_round_timer addtime <seconds>, adds/removes a specified amount of time to/from the stopwatch timer. For example, ent_fire team_round_timer addtime -60 removes 60 seconds from the clock.
- ent_fire team_round_timer pause/resume, pauses/unpauses the timer.
- ent_fire team_round_timer disable/enable, disables/enables the timer. If disabled, the timer is essentially paused but also removed from the HUD.
- ent_fire !picker setbuilder !self while looking at an unnamed building makes the player the owner.
- ent_fire player SpeakResponseConcept HalloweenLongFall forced all players to scream
Power Play
Power play is a hidden command that grants Valve employees the ability to cheat on any server. (Even if sv_cheats
is off). Two covertly named console commands condump_on
and condump_off
are used to toggle power play. If there is any string after the powerplay command is executed, (for example, condump_on 1
) it activates powerplay for the whole team the developer is on rather than only the developer issuing the command. When activated, power play grants all Medi Gun effects at once. This includes damage invulnerability from the Medi Gun; 100% critical hits from the Kritzkrieg; bullet, explosive, and fire resistance from the Vaccinator, and knockback immunity from the Quick-Fix. Under the effects of power play, the player appears on fire and frequently utters an evil laugh, taunting helpless victims.
Changes to the game since power play was introduced has caused a few bugs. Players lose their Medi Gun effects over time if they are not continually healed by a Medic. The Quick-Fix ÜberCharge is applied, but has no healing effect, but does grant knockback immunity.
Currently, only nine Steam accounts have access to power play. They are listed below.
Name | Link to profile |
---|---|
Robin Walker | 76561197960435530 |
Erik Johnson | 76561197960265731 |
Eric Smith | 76561197960265749 |
Matt Boone | 76561197962783665 |
Dhabih Eng | 76561197991390878 |
StupidRatCreature | 76561197979187556 |
driller | 76561197960269040 |
Tony Paloma | 76561197968459473 |
Jill | 76561197989728462 |
See also: SourceMod plugin that allows server administrators to grant power play on any player.