Difference between revisions of "Cheats"
DudeTheNinja (talk | contribs) (→List of cheats: Some more detail in certain addcond conditions.) |
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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. | ||
− | + | 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> | + | <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 | + | | 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 | + | | 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. | + | | 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]]. | + | | 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 | + | | 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. | + | | 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]] | + | | 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 || [[ | + | | 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]] | + | | 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]] | + | | 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]] | + | | 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]] | + | | 29 || Player is healed for 35% of damage done. Used for the [[Concheror]]. |
|| {{code|TF_COND_REGENONDAMAGEBUFF}} | || {{code|TF_COND_REGENONDAMAGEBUFF}} | ||
|- | |- | ||
− | | 30 || [[ | + | | 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 | + | | 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 || | + | | 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]] | + | | 33 || [[Halloween pumpkin]] Crit boost. |
|| {{code|TF_COND_CRITBOOSTED_PUMPKIN}} | || {{code|TF_COND_CRITBOOSTED_PUMPKIN}} | ||
|- | |- | ||
− | | 34 || [[Power Up Canteen|Canteen]] | + | | 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 | + | | 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 | + | | 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]] | + | | 37 || [[First blood]] Crit boost. |
|| {{code|TF_COND_CRITBOOSTED_FIRST_BLOOD}} | || {{code|TF_COND_CRITBOOSTED_FIRST_BLOOD}} | ||
|- | |- | ||
− | | 38 || Winning team | + | | 38 || Winning team Crit boost. |
|| {{code|TF_COND_CRITBOOSTED_BONUS_TIME}} | || {{code|TF_COND_CRITBOOSTED_BONUS_TIME}} | ||
|- | |- | ||
− | | 39 || [[Intelligence]] capture | + | | 39 || [[Intelligence]] capture Crit boost. |
|| {{code|TF_COND_CRITBOOSTED_CTF_CAPTURE}} | || {{code|TF_COND_CRITBOOSTED_CTF_CAPTURE}} | ||
|- | |- | ||
− | | 40 || Crit boost from | + | | 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 | + | | 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]] | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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. | + | | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 || | + | | 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 | + | | 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}} | ||
|- | |- | ||
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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 | + | | 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 | + | | 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}} | ||
|- | |- | ||
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|| {{code|TF_COND_KNOCKED_INTO_AIR}} | || {{code|TF_COND_KNOCKED_INTO_AIR}} | ||
|- | |- | ||
− | | 116 || | + | | 116 || Applied when the player is on the competitive winner's podium. |
|| {{code|TF_COND_COMPETITIVE_WINNER}} | || {{code|TF_COND_COMPETITIVE_WINNER}} | ||
|- | |- | ||
− | | 117 || | + | | 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 || | + | | 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}} | ||
|- | |- | ||
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|| {{code|TF_COND_PARACHUTE_DEPLOYED}} | || {{code|TF_COND_PARACHUTE_DEPLOYED}} | ||
|- | |- | ||
− | | 123 || | + | | 123 || All damage taken applies afterburn (including on the Pyro). Used for the [[Gas Passer]]. |
|| {{code|TF_COND_GAS}} | || {{code|TF_COND_GAS}} | ||
|- | |- | ||
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| 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> | + | {{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 === | ||
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* <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. | ||
− | |||
− | |||
− | |||
=== 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 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 | + | | 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 | + | :{{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. |
:::{{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 | + | ::::{{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 | + | :{{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 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 | + | :::{{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. | ||
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=== 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''' | + | :'''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| | + | {{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 | + | '''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 19:00, 23 September 2024
“ | Cheatin' only gets ya so far.
Click to listen
— 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.
Contents
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
|
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 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
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 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
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.