Difference between revisions of "Exploits (Classic)"

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This is a page listing exploits the player can use in [[Team Fortress Classic]], including instructions on how to use each one.
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== Teleporting the Flag ==
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When a player throws a flag, there is a cooldown before they can pick it up again. When a player stops over a [[Teleporter (Classic)|teleport entrance]], the game checks to see if they have a flag on them. If they do, the teleportation is canceled. The actual process of teleporting takes about one second before the player is moved. A method to teleport the flag can be performed by creatively combining this information.
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Begin by picking up the flag and throwing it on to the teleport entrance.
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Wait about 5 seconds, then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport, thus you will then automatically pick up the flag and arrive at the exit with the flag in hand. This glitch is not feasible in a normal game due to the difficulty of getting an [[Engineer (Classic)|Engineer]] into the enemy's flag room and keeping the setup alive.
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== Shooting Crowbar / Alternative Weapon Fire ==
  
== Teleporting the Flag ==
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Players are able to use a different weapon to fire another weapon's attack. For example, a Crowbar shooting rockets is possible for a Soldier, or a Spy Knife shooting Super Shotgun Rounds.
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Swap to your "Off-weapon", such as a crowbar, then back to the "Main Weapon" you wish to fire such as a Rocket Launcher. Hold fire until all of your ammo has been spent for your Main Weapon, then while still holding fire, press your "Use last weapon" bind twice, then collect some ammo. This will then allow you to shoot ammo from your main weapon while displaying your off weapon, even to other players on the server.
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This resets when the player changes weapon or is killed.
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== Well Out of Bounds ==
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When playing as [[Demoman (Classic)|Demoman]], head for the water area from spawn and drop down the hole. Follow the pipe until you get to a square section right outside the tunnel. Set a Detpacks in the center of the square, move to the corner opposite the tunnel, face the Detpack, and push into the corner. If done right, you should be out of bounds.[https://m.youtube.com/watch?v=KJqMRpHqQtU]
  
When a player throws a flag, there is a cooldown before they can pick it up again. When a play stops over a teleport entrance, the game checks to see if they have a flag on them.  If they do, the teleportation is canceled.  The actual process of teleporting takes about a second before the player is moved. A way to teleport the flag can be seen by creatively combining this information.
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This next one is best done as [[Soldier (Classic)|Soldier]]. From the tunnel where you exit, hop out of the square area and there should be a part sticking out from the nearby wall. Jump onto it, get onto the dead center, and crouch while walking forward. Yet again, you should be out of bounds.[https://m.youtube.com/watch?v=KJqMRpHqQtU]
Begin by picking up the flag and throwing it on to the teleport entrance.  Wait about 5 seconds then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport. You will then automatically pick up the flag and arrive at the exit with the flag in handThis amusing glitch is not feasible in a normal game due to the difficulty of getting an Engineer into the enemy's flag room and keeping the setup alive.
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[[Category:Team Fortress Classic]]
 
[[Category:Team Fortress Classic]]

Latest revision as of 15:25, 4 May 2024

This is a page listing exploits the player can use in Team Fortress Classic, including instructions on how to use each one.

Teleporting the Flag

When a player throws a flag, there is a cooldown before they can pick it up again. When a player stops over a teleport entrance, the game checks to see if they have a flag on them. If they do, the teleportation is canceled. The actual process of teleporting takes about one second before the player is moved. A method to teleport the flag can be performed by creatively combining this information. Begin by picking up the flag and throwing it on to the teleport entrance.

Wait about 5 seconds, then move onto the teleporter. If timed correctly, you will not pick up the flag and will start to teleport. The cooldown for picking up the flag will then expire mid-teleport, thus you will then automatically pick up the flag and arrive at the exit with the flag in hand. This glitch is not feasible in a normal game due to the difficulty of getting an Engineer into the enemy's flag room and keeping the setup alive.

Shooting Crowbar / Alternative Weapon Fire

Players are able to use a different weapon to fire another weapon's attack. For example, a Crowbar shooting rockets is possible for a Soldier, or a Spy Knife shooting Super Shotgun Rounds.

Swap to your "Off-weapon", such as a crowbar, then back to the "Main Weapon" you wish to fire such as a Rocket Launcher. Hold fire until all of your ammo has been spent for your Main Weapon, then while still holding fire, press your "Use last weapon" bind twice, then collect some ammo. This will then allow you to shoot ammo from your main weapon while displaying your off weapon, even to other players on the server.

This resets when the player changes weapon or is killed.


Well Out of Bounds

When playing as Demoman, head for the water area from spawn and drop down the hole. Follow the pipe until you get to a square section right outside the tunnel. Set a Detpacks in the center of the square, move to the corner opposite the tunnel, face the Detpack, and push into the corner. If done right, you should be out of bounds.[1]

This next one is best done as Soldier. From the tunnel where you exit, hop out of the square area and there should be a part sticking out from the nearby wall. Jump onto it, get onto the dead center, and crouch while walking forward. Yet again, you should be out of bounds.[2]