Difference between revisions of "Cheats"

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(List of cheats: Some more detail in certain addcond conditions.)
m (Auto: EnforceCapitalization(Crits), (Content filters applied to links) (Review RC#3634063))
 
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{{Hatnote|Not to be confused with [[Cheating]], which are third-party programs designed to give the user an advantage over the other players.}}
 +
 
{{Quotation|'''The Sniper''' on cheats|Cheatin' only gets ya so far.|sound=Sniper_revenge06.wav}}
 
{{Quotation|'''The Sniper''' on cheats|Cheatin' only gets ya so far.|sound=Sniper_revenge06.wav}}
  
 
There are a number of '''cheats''' players can use on servers set to <code>sv_cheats 1</code>. Cheats can be used for a variety of applications.
 
There are a number of '''cheats''' players can use on servers set to <code>sv_cheats 1</code>. Cheats can be used for a variety of applications.
  
Not to be confused with [[hacking]], which is never allowed, cheats are available to all players to use as they wish on applicable servers (assuming they have permission from the server operator). Playing on a cheat-enabled server does not influence a player's gameplay statistics, and [[achievements]] cannot be earned during that time. Items will still [[Item drop system|randomly drop]] even if a server is set to <code>sv_cheats 1</code>.
+
Unlike '''hacking''' or '''cheating''', which is never allowed, cheats are available to all players to use as they wish on applicable servers (assuming they have permission from the server operator). Playing on a cheat-enabled server does not influence a player's gameplay statistics, and [[achievements]] cannot be earned during that time. Items still [[Item drop system|randomly drop]] even if a server is set to <code>sv_cheats 1</code>.
  
<code>sv_cheats 1</code> is not any form of external hacking or cheating. The usage of <code>sv_cheats 1</code> will not result in a [[Valve Anti-Cheat|VAC Ban]] against the user.
+
<code>sv_cheats 1</code> is not any form of external hacking or cheating. The usage of <code>sv_cheats 1</code> does not result in a [[Valve Anti-Cheat|VAC ban]] against the user.
  
 
== List of cheats ==
 
== List of cheats ==
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|| {{code|TF_COND_AIMING}}
 
|| {{code|TF_COND_AIMING}}
 
|-
 
|-
| 1 ||  [[Sniper Rifle]] zoom/scope. If applied whilst in third person, the player will appear invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game will crash.
+
| 1 ||  [[Sniper Rifle]] zoom/scope. If applied whilst in third person, the player appears invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game crashes.
 
|| {{code|TF_COND_ZOOMED}}
 
|| {{code|TF_COND_ZOOMED}}
 
|-
 
|-
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|| {{code|TF_COND_DISGUISED}}
 
|| {{code|TF_COND_DISGUISED}}
 
|-
 
|-
| 4 ||  [[Cloak]] effect. Applying this effect as Spy initiates cloaking but with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spy, the player will immediately uncloak with no noise.
+
| 4 ||  [[Cloak]] effect. Applying this effect as Spy initiates cloaking, but with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spy, the player immediately uncloaks with no noise.
 
|| {{code|TF_COND_STEALTHED}}
 
|| {{code|TF_COND_STEALTHED}}
 
|-
 
|-
| 5 ||  [[Medi Gun]] [[invulnerability]] effect. Will drop as soon as the user starts to receive continuous healing from a [[Dispenser]], [[Payload#Carts|Payload cart]] or [[Medic]]'s secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own [[ÜberCharge]]. Not affected by a Medic's self-healing.
+
| 5 ||  [[Medi Gun]] [[invulnerability]] effect. Drops as soon as the user starts to receive continuous healing from a [[Dispenser]], [[Payload#Carts|Payload cart]] or [[Medic]]'s secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own [[ÜberCharge]]. Not affected by a Medic's self-healing.
 
|| {{code|TF_COND_INVULNERABLE}}
 
|| {{code|TF_COND_INVULNERABLE}}
 
|-
 
|-
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|| {{code|TF_COND_STEALTHED_BLINK}}
 
|| {{code|TF_COND_STEALTHED_BLINK}}
 
|-
 
|-
| 10 ||  Intended to be condition for [[Teleporting]]. Does nothing via {{code|addcond}}.
+
| 10 ||  Intended to be condition for [[Teleporting]]. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up [[Capture the Flag#Intelligence|The Intelligence]]).
 
|| {{code|TF_COND_SELECTED_TO_TELEPORT}}
 
|| {{code|TF_COND_SELECTED_TO_TELEPORT}}
 
|-
 
|-
| 11 ||  Crit boost ([[Kritzkrieg]], Revenge crits). Drops under the same conditions as 5.
+
| 11 ||  Crit boost ([[Kritzkrieg]], Revenge Crits). Drops under the same conditions as 5.
 
|| {{code|TF_COND_CRITBOOSTED}}
 
|| {{code|TF_COND_CRITBOOSTED}}
 
|-
 
|-
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|| {{code|TF_COND_TMPDAMAGEBONUS}}
 
|| {{code|TF_COND_TMPDAMAGEBONUS}}
 
|-
 
|-
| 13 ||  [[Dead Ringer]] Cloak defense buff, works with any watch as Spy. Will automatically add condition 4.
+
| 13 ||  [[Dead Ringer]] Cloak defense buff, works with any watch as Spy. Automatically adds condition 4.
 
|| {{code|TF_COND_FEIGN_DEATH}}
 
|| {{code|TF_COND_FEIGN_DEATH}}
 
|-
 
|-
| 14 ||  [[Bonk! Atomic Punch]] effect.
+
| 14 ||  Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the [[Bonk! Atomic Punch]].
 
|| {{code|TF_COND_PHASE}}
 
|| {{code|TF_COND_PHASE}}
 
|-
 
|-
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|| {{code|TF_COND_STUNNED}}
 
|| {{code|TF_COND_STUNNED}}
 
|-
 
|-
| 16 ||  [[Buff Banner]] effect.
+
| 16 ||  [[Buff Banner]] Mini-Crit boost effect.
 
|| {{code|TF_COND_OFFENSEBUFF}}
 
|| {{code|TF_COND_OFFENSEBUFF}}
 
|-
 
|-
| 17 ||  [[Chargin' Targe]] effect. Will cause any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed will increase to 750 [[HU]]/s, and for Demomen this condition will expire when the charge meter empties).
+
| 17 ||  [[Charging]] effect. Causes any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's [[Demoman responses#Charging|charging yell]] (the Demoman's speed increases to 750 [[Hammer unit|HU]]/s, and for Demomen this condition expires when the charge meter empties).
 
|| {{code|TF_COND_SHIELD_CHARGE}}
 
|| {{code|TF_COND_SHIELD_CHARGE}}
 
|-
 
|-
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|| {{code|TF_COND_HEALTH_OVERHEALED}}
 
|| {{code|TF_COND_HEALTH_OVERHEALED}}
 
|-
 
|-
| 24 ||  [[Jarate]] effect.
+
| 24 ||  All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for [[Jarate]].
 
|| {{code|TF_COND_URINE}}
 
|| {{code|TF_COND_URINE}}
 
|-
 
|-
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|| {{code|TF_COND_BLEEDING}}
 
|| {{code|TF_COND_BLEEDING}}
 
|-  
 
|-  
| 26 ||  [[Battalion's Backup]] effect.
+
| 26 ||  Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the [[Battalion's Backup]].
 
|| {{code|TF_COND_DEFENSEBUFF}}
 
|| {{code|TF_COND_DEFENSEBUFF}}
 
|-
 
|-
| 27 ||  [[Mad Milk]] effect.
+
| 27 ||  Enemy players heal 60% of damage done to the player. Used for [[Mad Milk]].
 
|| {{code|TF_COND_MAD_MILK}}
 
|| {{code|TF_COND_MAD_MILK}}
 
|-
 
|-
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|| {{code|TF_COND_MEGAHEAL}}
 
|| {{code|TF_COND_MEGAHEAL}}
 
|-
 
|-
| 29 ||  [[Concheror]] effect.
+
| 29 ||  Player is healed for 35% of damage done. Used for the [[Concheror]].
 
|| {{code|TF_COND_REGENONDAMAGEBUFF}}
 
|| {{code|TF_COND_REGENONDAMAGEBUFF}}
 
|-
 
|-
| 30 ||  [[Fan o' War]] effect (marked for death).
+
| 30 ||  [[Mechanics#MarkedForDeath|Marked for Death]] effect (all damage taken is Mini-Crits.)
 
|| {{code|TF_COND_MARKEDFORDEATH}}
 
|| {{code|TF_COND_MARKEDFORDEATH}}
 
|-
 
|-
| 31 ||  All attacks are mini-crits (no mini-crit glow occurs, but mini-crit hit sounds and effects occur). Player cannot be healed in any way.
+
| 31 ||  All attacks are Mini-Crits (no Mini-Crit glow occurs, but Mini-Crit hit sounds and effects occur). Player cannot be healed in any way.
 
|| {{code|TF_COND_NOHEALINGDAMAGEBUFF}}
 
|| {{code|TF_COND_NOHEALINGDAMAGEBUFF}}
 
|-
 
|-
| 32 ||  [[Disciplinary Action]] effect.
+
| 32 ||  Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts.
 
|| {{code|TF_COND_SPEED_BOOST}}
 
|| {{code|TF_COND_SPEED_BOOST}}
 
|-
 
|-
| 33 ||  [[Halloween pumpkin]] crit boost.
+
| 33 ||  [[Halloween pumpkin]] Crit boost.
 
|| {{code|TF_COND_CRITBOOSTED_PUMPKIN}}
 
|| {{code|TF_COND_CRITBOOSTED_PUMPKIN}}
 
|-
 
|-
| 34 ||  [[Power Up Canteen|Canteen]] crit boost. Provides critical hits and doubles [[Sentry Gun]] firing rate.
+
| 34 ||  [[Power Up Canteen|Canteen]] Crit boost. Provides Critical hits and doubles [[Sentry Gun]] firing rate.
 
|| {{code|TF_COND_CRITBOOSTED_USER_BUFF}}
 
|| {{code|TF_COND_CRITBOOSTED_USER_BUFF}}
 
|-
 
|-
| 35 ||  Player's weapon gains crit glow and emits crit sound cues as if charging (but does not gain a crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%.
+
| 35 ||  Player's weapon gains Crit glow and emits Crit sound cues as if charging (but does not gain a Crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%.
 
|| {{code|TF_COND_CRITBOOSTED_DEMO_CHARGE}}
 
|| {{code|TF_COND_CRITBOOSTED_DEMO_CHARGE}}
 
|-
 
|-
| 36 ||  [[Soda Popper|Hype]] multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps are granted.
+
| 36 ||  [[Soda Popper|Hype]] multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted ''(Note: May still occur)''.  
 
|| {{code|TF_COND_SODAPOPPER_HYPE}}
 
|| {{code|TF_COND_SODAPOPPER_HYPE}}
 
|-
 
|-
| 37 ||  [[First blood]] crit boost.
+
| 37 ||  [[First blood]] Crit boost.
 
|| {{code|TF_COND_CRITBOOSTED_FIRST_BLOOD}}
 
|| {{code|TF_COND_CRITBOOSTED_FIRST_BLOOD}}
 
|-
 
|-
| 38 ||  Winning team crit boost.
+
| 38 ||  Winning team Crit boost.
 
|| {{code|TF_COND_CRITBOOSTED_BONUS_TIME}}
 
|| {{code|TF_COND_CRITBOOSTED_BONUS_TIME}}
 
|-
 
|-
| 39 ||  [[Intelligence]] capture crit boost.
+
| 39 ||  [[Intelligence]] capture Crit boost.
 
|| {{code|TF_COND_CRITBOOSTED_CTF_CAPTURE}}
 
|| {{code|TF_COND_CRITBOOSTED_CTF_CAPTURE}}
 
|-
 
|-
| 40 ||  Crit boost from crit-on-kill weapons ([[Killing Gloves of Boxing]]).
+
| 40 ||  Crit boost from Crit-on-kill weapons ([[Killing Gloves of Boxing]]).
 
|| {{code|TF_COND_CRITBOOSTED_ON_KILL}}
 
|| {{code|TF_COND_CRITBOOSTED_ON_KILL}}
 
|-
 
|-
| 41 ||  Cannot switch away from melee weapon (as for [[Buffalo Steak Sandvich]]).
+
| 41 ||  Cannot switch away from [[melee]] weapons. Used for the [[Buffalo Steak Sandvich]] effect.
 
|| {{code|TF_COND_CANNOT_SWITCH_FROM_MELEE}}
 
|| {{code|TF_COND_CANNOT_SWITCH_FROM_MELEE}}
 
|-
 
|-
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|| {{code|TF_COND_REPROGRAMMED}}
 
|| {{code|TF_COND_REPROGRAMMED}}
 
|-
 
|-
| 44 ||  [[Mmmph]] crit boost.
+
| 44 ||  [[Mmmph]] Crit boost.
 
|| {{code|TF_COND_CRITBOOSTED_RAGE_BUFF}}
 
|| {{code|TF_COND_CRITBOOSTED_RAGE_BUFF}}
 
|-
 
|-
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|| {{code|TF_COND_MARKEDFORDEATH_SILENT}}
 
|| {{code|TF_COND_MARKEDFORDEATH_SILENT}}
 
|-
 
|-
| 49 ||  Crouching causes the player to appear to be a [[Dispenser]] of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 [[Hammer Units]] per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped.
+
| 49 ||  Crouching causes the player to appear to be a [[Dispenser]] of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 [[Hammer Units]] per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped.
 
|| {{code|TF_COND_DISGUISED_AS_DISPENSER}}
 
|| {{code|TF_COND_DISGUISED_AS_DISPENSER}}
 
|-
 
|-
| 50 ||  Adds a sparking effect to the player's head (associated with [[sapping]] a [[Robots|Robot]] in [[Mann vs. Machine (game mode)|Mann vs. Machine]]).
+
| 50 ||  Adds a sparking effect to the player's head (associated with [[sapping]] a [[Robots|Robot]] in [[Mann vs. Machine (game mode)|Mann vs. Machine]]). Applying to a BLU player in Mann vs. Machine allows them to be [[backstab]]bed from any angle unless they are a giant.
 
|| {{code|TF_COND_SAPPED}}
 
|| {{code|TF_COND_SAPPED}}
 
|-
 
|-
| 51 ||  "Hidden" [[ÜberCharge]] (player sees their view model as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like [[Robots]] on a [[Mann vs. Machine (game mode)|Mann vs. Machine]] wave before entering the arena).
+
| 51 ||  "Hidden" [[ÜberCharge]] (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like [[Robots]] on a [[Mann vs. Machine (game mode)|Mann vs. Machine]] wave before entering the arena).
 
|| {{code|TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED}}
 
|| {{code|TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED}}
 
|-
 
|-
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|| {{code|TF_COND_HALLOWEEN_BOMB_HEAD}}
 
|| {{code|TF_COND_HALLOWEEN_BOMB_HEAD}}
 
|-
 
|-
| 54 ||  Player cannot move and hears the [[Ghost Fort]] dancing music. Any taunts performed will be the [[Thriller]] taunt.
+
| 54 ||  Player cannot move and hears the [[Ghost Fort]] dancing music. Any taunts performed are the [[Thriller]] taunt.
 
|| {{code|TF_COND_HALLOWEEN_THRILLER}}
 
|| {{code|TF_COND_HALLOWEEN_THRILLER}}
 
|-
 
|-
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|| {{code|TF_COND_RADIUSHEAL_ON_DAMAGE}}
 
|| {{code|TF_COND_RADIUSHEAL_ON_DAMAGE}}
 
|-
 
|-
| 56 ||  Miscellaneous crit boost. Likely used for the [[Wheel of Fate]] Critical Hits effect.
+
| 56 ||  Miscellaneous Crit boost. Likely used for the [[Wheel of Fate]] Critical hits effect.
 
|| {{code|TF_COND_CRITBOOSTED_CARD_EFFECT}}
 
|| {{code|TF_COND_CRITBOOSTED_CARD_EFFECT}}
 
|-
 
|-
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|| {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}}
 
|| {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}}
 
|-
 
|-
| 64 ||  Player will Cloak immediately regardless of class. Used for the Invisibility [[Magic spells|Magic spell]].
+
| 64 ||  Player cloaks immediately regardless of class. Used for the Invisibility [[Magic spells|Magic spell]].
 
|| {{code|TF_COND_STEALTHED_USER_BUFF}}
 
|| {{code|TF_COND_STEALTHED_USER_BUFF}}
 
|-
 
|-
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|| {{code|TF_COND_MEDIGUN_DEBUFF}}
 
|| {{code|TF_COND_MEDIGUN_DEBUFF}}
 
|-
 
|-
| 66 ||  Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. attacking will make the player visible, but the player will rapidly fade out again, during which the player will be unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
+
| 66 ||  Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
 
|| {{code|TF_COND_STEALTHED_USER_BUFF_FADING}}
 
|| {{code|TF_COND_STEALTHED_USER_BUFF_FADING}}
 
|-
 
|-
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|| {{code|TF_COND_FIRE_IMMUNE}}
 
|| {{code|TF_COND_FIRE_IMMUNE}}
 
|-
 
|-
| 70 ||  Player will survive all damage until their health reaches 1, after which this condition will be automatically removed. Damage that would be fatal will not show as combat text above the player's head to the attacker.
+
| 70 ||  Player survives all damage until their health reaches 1, after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker.
 
|| {{code|TF_COND_PREVENT_DEATH}}
 
|| {{code|TF_COND_PREVENT_DEATH}}
 
|-
 
|-
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|| {{code|TF_COND_HALLOWEEN_GHOST_MODE}}
 
|| {{code|TF_COND_HALLOWEEN_GHOST_MODE}}
 
|-
 
|-
| 78 ||  Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons ([[Cleaner's Carbine]]), but is unused.
+
| 78 ||  Unknown. Intended to be Mini-Crit boost from Mini-Crit-on-kill weapons (like the [[Cleaner's Carbine]] before the {{Patch name|12|17|2015}}), but is unused.
 
|| {{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 will cause the MISS! effect from condition 14 to appear).
+
| 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}}
 
|-
 
|-
| 80 ||  Player gains a parachute if airborne. Removed upon landing.
+
| 80 ||  Player gains a [[B.A.S.E. Jumper]] parachute if airborne. Removed upon landing.
 
|| {{code|TF_COND_PARACHUTE_ACTIVE}}
 
|| {{code|TF_COND_PARACHUTE_ACTIVE}}
 
|-
 
|-
| 81 ||  Player gains fire rate bonus on the [[Air Strike]].
+
| 81 ||  Player gains fire rate bonus on the [[Air Strike]]. Applied whenever the player is launched by blast damage.
 
|| {{code|TF_COND_BLASTJUMPING}}
 
|| {{code|TF_COND_BLASTJUMPING}}
 
|-
 
|-
| 82 ||  Player gains [[Carnival of Carnage|Bumper Car]] movement, controls and bumper car model. Associated HUD will not be visible.
+
| 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}}
 
|-
 
|-
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|| {{code|TF_COND_BALLOON_HEAD}}
 
|| {{code|TF_COND_BALLOON_HEAD}}
 
|-
 
|-
| 85 ||  Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added.
+
| 85 ||  Same as condition 41, but automatically adds conditions 32 and 75 when added.
 
|| {{code|TF_COND_MELEE_ONLY}}
 
|| {{code|TF_COND_MELEE_ONLY}}
 
|-
 
|-
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|| {{code|TF_COND_SWIMMING_CURSE}}
 
|| {{code|TF_COND_SWIMMING_CURSE}}
 
|-
 
|-
| 87 ||  Player is locked in place and cannot turn.  
+
| 87 ||  Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however.
 
|| {{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 will crash the game unless you are on a map that supports bumper cars (currently only [[Carnival of Carnage]]).
+
| 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 ([[Default key]]: {{Key|L}}) will drop a powerup pickup (usually Strength) and remove this condition.
+
| 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}}
 
|-
 
|-
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|| {{code|TF_COND_RUNE_REGEN}}
 
|| {{code|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.
+
| 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.
 
|| {{code|TF_COND_RUNE_RESIST}}
 
|| {{code|TF_COND_RUNE_RESIST}}
 
|-
 
|-
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|| {{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 will re-zoom quicker after firing. Used for the "Precision" powerup in Mannpower mode.
+
| 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}}
 
|-
 
|-
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|| {{code|TF_COND_GRAPPLINGHOOK_SAFEFALL}}
 
|| {{code|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 animation.
+
| 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.
 
|| {{code|TF_COND_GRAPPLINGHOOK_LATCHED}}
 
|| {{code|TF_COND_GRAPPLINGHOOK_LATCHED}}
 
|-
 
|-
| 101 ||  Added when a player is latched by another player's Grappling Hook.
+
| 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.
 
|| {{code|TF_COND_GRAPPLINGHOOK_BLEEDING}}
 
|| {{code|TF_COND_GRAPPLINGHOOK_BLEEDING}}
 
|-
 
|-
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|| {{code|TF_COND_CRITBOOSTED_RUNE_TEMP}}
 
|| {{code|TF_COND_CRITBOOSTED_RUNE_TEMP}}
 
|-
 
|-
| 106 ||  Added whenever a player intercepts the Jack/Ball in the [[PASS Time]] gamemode.
+
| 106 ||  Added whenever a player intercepts the Jack/Ball in the [[PASS Time]] gamemode. When added, displays the distortion effect.
 
|| {{code|TF_COND_PASSTIME_INTERCEPTION}}
 
|| {{code|TF_COND_PASSTIME_INTERCEPTION}}
 
|-
 
|-
Line 364: Line 366:
 
|| {{code|TF_COND_KNOCKED_INTO_AIR}}
 
|| {{code|TF_COND_KNOCKED_INTO_AIR}}
 
|-
 
|-
| 116 ||  Unknown.
+
| 116 ||  Applied when the player is on the competitive winner's podium.
 
|| {{code|TF_COND_COMPETITIVE_WINNER}}
 
|| {{code|TF_COND_COMPETITIVE_WINNER}}
 
|-
 
|-
| 117 ||  Unknown.
+
| 117 ||  Applied when the player is on the loser team in competitive match summary. Prevents taunting.
 
|| {{code|TF_COND_COMPETITIVE_LOSER}}
 
|| {{code|TF_COND_COMPETITIVE_LOSER}}
 
|-
 
|-
| 118 ||  The healing debuff added by the Pyro's [[Flamethrower]].
+
| 118 ||  Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's [[Flame Thrower]].
 
|| {{code|TF_COND_HEALING_DEBUFF}}
 
|| {{code|TF_COND_HEALING_DEBUFF}}
 
|-
 
|-
Line 385: Line 387:
 
|| {{code|TF_COND_PARACHUTE_DEPLOYED}}
 
|| {{code|TF_COND_PARACHUTE_DEPLOYED}}
 
|-
 
|-
| 123 ||  Gas coating effect from the [[Gas Passer]].
+
| 123 ||  All damage taken applies afterburn (including on the Pyro). Used for the [[Gas Passer]].
 
|| {{code|TF_COND_GAS}}
 
|| {{code|TF_COND_GAS}}
 
|-
 
|-
Line 399: Line 401:
 
| 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.
 
| 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.
 
|| {{code|TF_COND_AIR_CURRENT}}
 
|| {{code|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.
 +
|| {{code|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.
 +
|| {{code|TF_COND_POWERUPMODE_DOMINANT}}
 +
|-
 +
| 130||  Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of [[knockback]] (including self-blast jumping). Used in [[Mann vs. Machine (game mode)|Mann vs. Machine]] to prevent [[robots]] from being endlessly knocked back into spawn.
 +
|| {{code|TF_COND_IMMUNE_TO_PUSHBACK}}
 
|}
 
|}
  
{{note|Most of the conditions added with <code>addcond</code> will 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|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 will use the closest valid condition.}}
+
{{note|Invalid condition numbers use the closest valid condition.}}
  
 
=== bot ===
 
=== bot ===
Line 419: Line 430:
 
* <code>tf_debug_damage</code>: 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.
 
* <code>tf_debug_damage</code>: 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.
 
* <code>tf_debug_flamethrower</code>:  Allows you to see the hitboxes of fire particles as well as visual information about when targets are hit by fire.
 
* <code>tf_debug_flamethrower</code>:  Allows you to see the hitboxes of fire particles as well as visual information about when targets are hit by fire.
 
=== firstperson ===
 
Simply returns to first-person view if in third-person view (such as from [[Bonk! Atomic Punch|Bonk]] or <code>[[cheats#thirdperson|thirdperson]]</code>).
 
  
 
=== 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 will wear 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.
+
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 448: Line 456:
 
| 203 ||  Removes object being aimed at like ent_remove and ent_fire _____ kill, but doesn't print "Removed [entity name] (Name)" in the console.
 
| 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.
+
| 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 corresponds to the {{code|[[Scripting#Disguising|disguise]]}} command class order (which is the [[Team Fortress Classic]] class order).
 
|}
 
|}
  
Line 463: Line 471:
 
{{Hatnote|See also: {{vdc|List of Team Fortress 2 Entities}}}}
 
{{Hatnote|See also: {{vdc|List of Team Fortress 2 Entities}}}}
  
 +
:{{cvar|'''ent_create entity_soldier_statue'''}} - spawns [[Soldier statue]].
 
:{{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 Horseman]]
+
:{{cvar|'''ent_create headless_hatman'''}} - spawns [[Horseless Headless Horsemann]]
:{{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.
+
:{{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) will attack both teams.
+
:::{{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 will grant the player a random magic spell when picked up, see [[Magic spells]].
+
:{{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 will grant the player a random rare magic spell when picked up, see [[Magic spells#Rare Magic Spells|Rare Magic Spells.]]
+
::::{{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 will respawn after 10 seconds of being picked up.
+
:{{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 will attempt to follow the cart's path. If the tank collides with the cart, it will explode and drop money.
+
:{{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.
 
:::{{cvar|'''modelscale <float>'''}} - Sets tank scale.
 
:::{{cvar|'''modelscale <float>'''}} - Sets tank scale.
 +
:::{{cvar|'''health <number>'''}} - Sets tank health.
 
:::Examples
 
:::Examples
::::{{cvar|'''ent_create tank_boss speed 1'''}} - Spawns an extremely slow moving MvM Tank
+
::::{{cvar|'''ent_create tank_boss speed 1'''}} - Spawns an extremely slow moving MvM Tank.
::::{{cvar|'''ent_create tank_boss speed 999 modelscale 2'''}} - Spawns a big extremely fast moving MvM Tank
+
::::{{cvar|'''ent_create tank_boss modelscale 5'''}} - Spawn a gigantic MvM Tank.
:{{cvar|'''ent_create ghost'''}} - Spawns a Ghost. It will usually disappear or fall through the map, depending on the location.
+
::::{{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 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 will suck in any player that get close to it.
+
:{{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 will be white, and can be picked up by both teams.
+
:::{{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 509: Line 521:
 
:{{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 will spawn a sentry on the Unassigned team and can be attacked by both teams.)
+
:::{{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 534: Line 546:
  
 
=== 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 will make the player the owner.
+
:'''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''' forces all players to scream
 +
 
 +
=== prop_dynamic_create ===
 +
'''prop_dynamic_create''' can be used to spawn in props. Using an invalid prop will spawn the red ERROR model instead. Some examples include:
 +
:{{cvar|'''prop_dynamic_create props_swamp/picnic_table'''}} - Spawns a picnic table.
 +
:{{cvar|'''prop_dynamic_create props_spytech/chair'''}} - Spawns a chair.
 +
:{{cvar|'''prop_dynamic_create props_training/target_heavy'''}} - Spawns a destructible wooden cutout of the Heavy.
 +
:{{cvar|'''prop_dynamic_create props_vehicles/train_enginecar'''}} - Spawns a non-functional [[Train]].
  
 
=== Power Play ===
 
=== Power Play ===
{{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}}
+
{{youtube tn|Wo0iKLGpgu0|[[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 will activate 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 will appear on fire and frequently utter an evil laugh, taunting helpless victims.
+
'''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 will 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.
+
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 19:00, 23 September 2024

Not to be confused with Cheating, which are third-party programs designed to give the user an advantage over the other players.
Cheatin' only gets ya so far.
The Sniper on cheats

There are a number of cheats players can use on servers set to sv_cheats 1. Cheats can be used for a variety of applications.

Unlike hacking or cheating, which is never allowed, cheats are available to all players to use as they wish on applicable servers (assuming they have permission from the server operator). Playing on a cheat-enabled server does not influence a player's gameplay statistics, and achievements cannot be earned during that time. Items still randomly drop even if a server is set to sv_cheats 1.

sv_cheats 1 is not any form of external hacking or cheating. The usage of sv_cheats 1 does not result in a VAC ban against the user.

List of cheats

addcond

The addcond command applies a player condition to the user. The addcond command must be followed by a number, such as addcond 5. The duration of the condition can be set by following the command with a second number, such as addcond 5 10, where 10 is the duration in seconds. The effects can usually be removed via removecond followed by the corresponding number, and bots can be given conditions by using bot_command with addcond. Different numbers have different effects as listed below:

ID Description Internal Name
0 Slowed (as in when revving Minigun or zooming in with Sniper Rifles). Places the player in their class's zoomed/revved pose (for classes without this animation, this uses the reference pose). TF_COND_AIMING
1 Sniper Rifle zoom/scope. If applied whilst in third person, the player appears invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game crashes. TF_COND_ZOOMED
2 Disguise smoke. TF_COND_DISGUISING
3 Disguise donning. TF_COND_DISGUISED
4 Cloak effect. Applying this effect as Spy initiates cloaking, but with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spy, the player immediately uncloaks with no noise. TF_COND_STEALTHED
5 Medi Gun invulnerability effect. Drops as soon as the user starts to receive continuous healing from a Dispenser, Payload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic's self-healing. TF_COND_INVULNERABLE
6 Teleporter dust. TF_COND_TELEPORTED
7 Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting. TF_COND_TAUNTING
8 ÜberCharge expiration effect, if the player is ÜberCharged. TF_COND_INVULNERABLE_WEARINGOFF
9 Intended to be flickering effect if Cloaked. Removed immediately if added. TF_COND_STEALTHED_BLINK
10 Intended to be condition for Teleporting. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up The Intelligence). TF_COND_SELECTED_TO_TELEPORT
11 Crit boost (Kritzkrieg, Revenge Crits). Drops under the same conditions as 5. TF_COND_CRITBOOSTED
12 Intended to be a temporary damage buff. Does nothing. TF_COND_TMPDAMAGEBONUS
13 Dead Ringer Cloak defense buff, works with any watch as Spy. Automatically adds condition 4. TF_COND_FEIGN_DEATH
14 Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch. TF_COND_PHASE
15 Intended to be the Stunned effect, but simply adds the slowing effect icon in the HUD without any change to movement speed. Can be used with removecond to remove a stun. TF_COND_STUNNED
16 Buff Banner Mini-Crit boost effect. TF_COND_OFFENSEBUFF
17 Charging effect. Causes any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed increases to 750 HU/s, and for Demomen this condition expires when the charge meter empties). TF_COND_SHIELD_CHARGE
18 Intended to be the glowing eye effect associated with the Eyelander's head-taking capability. Can be used with removecond to remove such a glow. TF_COND_DEMO_BUFF
19 Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect. TF_COND_ENERGY_BUFF
20 Medicating Melody effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists). TF_COND_RADIUSHEAL
21 Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect. TF_COND_HEALTH_BUFF
22 Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn. TF_COND_BURNING
23 Intended to indicate Overhealing. Does nothing. TF_COND_HEALTH_OVERHEALED
24 All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for Jarate. TF_COND_URINE
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding. TF_COND_BLEEDING
26 Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup. TF_COND_DEFENSEBUFF
27 Enemy players heal 60% of damage done to the player. Used for Mad Milk. TF_COND_MAD_MILK
28 Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5. TF_COND_MEGAHEAL
29 Player is healed for 35% of damage done. Used for the Concheror. TF_COND_REGENONDAMAGEBUFF
30 Marked for Death effect (all damage taken is Mini-Crits.) TF_COND_MARKEDFORDEATH
31 All attacks are Mini-Crits (no Mini-Crit glow occurs, but Mini-Crit hit sounds and effects occur). Player cannot be healed in any way. TF_COND_NOHEALINGDAMAGEBUFF
32 Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. TF_COND_SPEED_BOOST
33 Halloween pumpkin Crit boost. TF_COND_CRITBOOSTED_PUMPKIN
34 Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate. TF_COND_CRITBOOSTED_USER_BUFF
35 Player's weapon gains Crit glow and emits Crit sound cues as if charging (but does not gain a Crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%. TF_COND_CRITBOOSTED_DEMO_CHARGE
36 Hype multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted (Note: May still occur). TF_COND_SODAPOPPER_HYPE
37 First blood Crit boost. TF_COND_CRITBOOSTED_FIRST_BLOOD
38 Winning team Crit boost. TF_COND_CRITBOOSTED_BONUS_TIME
39 Intelligence capture Crit boost. TF_COND_CRITBOOSTED_CTF_CAPTURE
40 Crit boost from Crit-on-kill weapons (Killing Gloves of Boxing). TF_COND_CRITBOOSTED_ON_KILL
41 Cannot switch away from melee weapons. Used for the Buffalo Steak Sandvich effect. TF_COND_CANNOT_SWITCH_FROM_MELEE
42 Player takes 35% less damage (50% less from Sentry Guns), gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26, though without the icon above the health bar in the HUD. TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
43 "Reprogrammed". This condition no longer functions. Previous behavior: swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds. TF_COND_REPROGRAMMED
44 Mmmph Crit boost. TF_COND_CRITBOOSTED_RAGE_BUFF
45 Mmmph activation defense buff. TF_COND_DEFENSEBUFF_HIGH
46 Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or its reskin. All other weapons gain the lightning effects, however. TF_COND_SNIPERCHARGE_RAGE_BUFF
47 Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise. TF_COND_DISGUISE_WEARINGOFF
48 Self marked for death (as with Rescue Ranger hauling). TF_COND_MARKEDFORDEATH_SILENT
49 Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped. TF_COND_DISGUISED_AS_DISPENSER
50 Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant. TF_COND_SAPPED
51 "Hidden" ÜberCharge (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena). TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
52 Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. TF_COND_INVULNERABLE_USER_BUFF
53 Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the map, a bomb appears on the player's head. This condition may cause users to crash if added on a map other than Ghost Fort. TF_COND_HALLOWEEN_BOMB_HEAD
54 Player cannot move and hears the Ghost Fort dancing music. Any taunts performed are the Thriller taunt. TF_COND_HALLOWEEN_THRILLER
55 Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point). TF_COND_RADIUSHEAL_ON_DAMAGE
56 Miscellaneous Crit boost. Likely used for the Wheel of Fate Critical hits effect. TF_COND_CRITBOOSTED_CARD_EFFECT
57 Miscellaneous ÜberCharge. Likely used for the Wheel of Fate ÜberCharge effect. TF_COND_INVULNERABLE_CARD_EFFECT
58 Vaccinator Über bullet resistance. TF_COND_MEDIGUN_UBER_BULLET_RESIST
59 Vaccinator Über blast resistance. TF_COND_MEDIGUN_UBER_BLAST_RESIST
60 Vaccinator Über fire resistance. TF_COND_MEDIGUN_UBER_FIRE_RESIST
61 Vaccinator passive bullet resistance. TF_COND_MEDIGUN_SMALL_BULLET_RESIST
62 Vaccinator passive blast resistance. TF_COND_MEDIGUN_SMALL_BLAST_RESIST
63 Vaccinator passive fire resistance. TF_COND_MEDIGUN_SMALL_FIRE_RESIST
64 Player cloaks immediately regardless of class. Used for the Invisibility Magic spell. TF_COND_STEALTHED_USER_BUFF
65 Unknown. TF_COND_MEDIGUN_DEBUFF
66 Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading. TF_COND_STEALTHED_USER_BUFF_FADING
67 Bullet damage immunity. TF_COND_BULLET_IMMUNE
68 Blast damage immunity. TF_COND_BLAST_IMMUNE
69 Fire damage immunity. TF_COND_FIRE_IMMUNE
70 Player survives all damage until their health reaches 1, after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker. TF_COND_PREVENT_DEATH
71 MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). 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 December 17, 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 B.A.S.E. Jumper parachute if airborne. Removed upon landing. TF_COND_PARACHUTE_ACTIVE
81 Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. 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 Same as condition 41, but 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 Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower. 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 All damage taken applies afterburn (including on the Pyro). Used for 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
130 Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn. TF_COND_IMMUNE_TO_PUSHBACK

Pictogram comment.png 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.

Pictogram comment.png 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 corresponds to the disguise command class order (which is the Team Fortress Classic class order).

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

See also: List of Team Fortress 2 Entities on the Valve Developer Community
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 Horsemann
ent_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 members
ent_create eyeball_boss teamnum 5 - Spawns the original Monoculus boss.
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.
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.
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.
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.
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.
ent_create obj_sentrygun - spawns in a level 1 Sentry Gun where the player is aiming
ent_create obj_dispenser - spawns in a level 1 Dispenser where the player is aiming
ent_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
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.
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

Pictogram comment.png Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.

Pictogram comment.png 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 forces all players to scream

prop_dynamic_create

prop_dynamic_create can be used to spawn in props. Using an invalid prop will spawn the red ERROR model instead. Some examples include:

prop_dynamic_create props_swamp/picnic_table - Spawns a picnic table.
prop_dynamic_create props_spytech/chair - Spawns a chair.
prop_dynamic_create props_training/target_heavy - Spawns a destructible wooden cutout of the Heavy.
prop_dynamic_create props_vehicles/train_enginecar - Spawns a non-functional Train.

Power Play

Robin Walker using a Valve Rocket Launcher and under the effects of power play during a charity livestream.

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.

See also