Difference between revisions of "Exploits"
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− | {{ | + | {{update}} |
− | An '''exploit''' is a bug or unintended feature of gameplay that is ''deliberately and knowingly'' used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. | + | {{Quotation|'''The Administrator''' on exploiters|I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.}} |
+ | An '''exploit''' is a bug or unintended feature of gameplay that is ''deliberately and knowingly'' used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. In contrast, bugs or problems which either do not affect gameplay or that are not intentionally triggered are classified as [[glitches]]. | ||
− | + | == General Exploits == | |
+ | |||
+ | ==== T Posing / A Posing ==== | ||
+ | Under certain circumstances, the player can enter the reference pose. See the [[Civilian#The reference pose|Civilian page]] for more. | ||
+ | |||
+ | ==== Projectile Wallbang ==== | ||
+ | * Sometimes attacks, such as (but not limited to) flame particles from any Flame Thrower and taunt kills, can travel through the door gates used mostly on Payload maps, due to clipping issues. | ||
+ | |||
+ | ==== Instant Respawn ==== | ||
+ | * This exploit allows for instantly teleporting back to spawn without suiciding. | ||
+ | |||
+ | ==== Fake Partner taunt ==== | ||
+ | * This exploit allows for faking a partner taunt, so players attempting to accept the partner taunt will fail. | ||
+ | |||
+ | ==== Warp Glitching ==== | ||
+ | * Spamming certain commands allows for [[Cheating#Warp/Tickbase Manipulation|warp]] like effects, however you are unable to hold a warp after charging, as you immediately teleport after charging. | ||
+ | **'''Warning:''' This exploit may crash or hang the game for low end computers. | ||
+ | |||
+ | ==== Reverse Quantum Crouch ==== | ||
+ | * This exploit allows the player to appear standing while crouched. | ||
+ | |||
+ | ==== Fake Latency ==== | ||
+ | * Using certain commands will freeze your client, causing your ping to increase after the game finishes freezing | ||
+ | ** However, the real ping can still be seen by typing 'ping' into the in-game console. | ||
+ | **'''Warning:''' This exploit may crash or hang the game for low end computers. | ||
+ | |||
+ | ==== Equip Conflicting Cosmetics ==== | ||
+ | * This exploit allows for wearing conflicting cosmetics. | ||
+ | *Note: This exploit was fixed by Valve in the {{Patch name|9|26|2022}}, then subsequently reverted in the {{Patch name|9|28|2022}}. | ||
+ | |||
+ | ==== Anti-Autobalance ==== | ||
+ | * By typing a certain command in the console before you get autobalanced, you can avoid being autobalanced and reconnect back to your original team prior to reconnecting. | ||
+ | ** However, this command will reset all of your stats you earned before you used the command. | ||
+ | |||
+ | ==== Doubletap glitching ==== | ||
+ | * Similar to warping, spamming the command used for warping allows for doubletap like effects. | ||
+ | ** However, this exploit is not viable in-game, as you will have a fraction of a second to aim before you can doubletap. | ||
+ | ** You will also need to stop pressing movement keys while the game is frozen, otherwise you will teleport to the location where you were holding the movement key. | ||
+ | |||
+ | ==== Crouch Speed Boost ==== | ||
+ | * This exploit allows for a 33% boost in movement speed. | ||
+ | |||
+ | ==== Self Votekick ==== | ||
+ | * This exploit allows you to votekick yourself through the use of console commands. | ||
+ | **'''Step 1:''' Open console (~) and type "status" | ||
+ | **'''Step 2:''' Find your nickname, there should be a number before it. | ||
+ | **'''Step 3:''' Type in without brackets "callvote kick (your number)". | ||
+ | |||
+ | ==== Edgebug ==== | ||
+ | * This exploit allows for nullifying fall damage by sliding off of an edge or a ramp. | ||
+ | |||
+ | ==== Jumpbug ==== | ||
+ | * This exploit allows for nullifying fall damage by holding crouch midair, release crouch before hitting the floor, and jump the instant you touch the floor. | ||
+ | |||
+ | ==== sv_pure bypass ==== | ||
+ | * This exploit allows for bypassing certain sv_pure restrictions before joining a game. | ||
+ | ** However, only certain modifications can be bypassed, such as animations. | ||
+ | |||
+ | == File overriding== | ||
+ | ==== sv_pure Exploit ==== | ||
+ | The game has a [[console variable]] [[VDC:Pure Servers|{{cvar|sv_pure}}]] that controls which files clients are allowed to override. By default, a server uses sv_pure 0 unless the server manager decides otherwise. This can be abused to use tampered [[VDC:Material|materials]] that render on top of walls and other trickery. | ||
+ | |||
+ | There are four modes for the variable: | ||
+ | ;-1: Does not apply any rules or restrictions which files the client may load | ||
+ | ;0: Applies the rules from cfg/pure_server_minimal.txt only (forcing the purity of only a few critical files such as the executables) | ||
+ | ;1: Applies the rules from cfg/pure_server_full.txt and then the ones from cfg/pure_server_whitelist.txt (forcing the purity of the files chosen by the server manager) | ||
+ | ;2: Applies the rules from cfg/pure_server_full.txt. (forcing all files to be pure) | ||
+ | |||
+ | == Console Version == | ||
+ | Exploits that are present in the console version of Team Fortress 2. | ||
+ | |||
+ | ==== By Class ==== | ||
+ | Exploits that only work on specific classes. | ||
+ | |||
+ | ====== Building and Engineer Exploits ====== | ||
+ | * An Engineer can constantly use their [[Teleporter]] to farm points, as they are awarded one half-point for every time they take their own Teleporter. | ||
+ | |||
+ | ====== Medic Exploits ====== | ||
+ | * "Needle Boosting" involves a player standing over a [[Medic]], who then proceeds to shoot their [[Syringe Gun]] upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward. | ||
+ | |||
+ | ====== Spy Exploits ====== | ||
+ | *[[Spy|Spies]] can place [[Sappers]] through thin walls, sapping [[buildings]] on the other side. (''PS3 version only'') | ||
+ | |||
+ | ==== Map Specific ==== | ||
+ | Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. Exploits that are present in the Steam version work on console as well. | ||
+ | |||
+ | ====== [[2Fort]] ====== | ||
+ | |||
+ | *'''Entering Enemy's Spawn''' In both bases, an [[Engineer]] can build a [[Teleporter]] using the hole which lets players leave the left spawn room. They must build a [[Sentry Gun]] under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter Exit inside the spawn room, which enemy [[Spies]] can use to enter the base. This exploit works as there is no <code>[[vdc:func_nobuild|func_nobuild]]</code> brush stopping Engineers from building from under the spawn. | ||
+ | |||
+ | *'''Entering Enemy's Spawn 2''' A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room. | ||
+ | |||
+ | *'''Pointless Room''' - There is a spot in each [[Capture the Flag#Intelligence|Intelligence]] room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter Exit, a player can trap other players on their team. Enemies cannot be damaged from here. | ||
− | == | + | ====== [[Gravel Pit]] ====== |
− | '' | + | *'''Spawn Building''' - RED [[Engineer]]s can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire). (''Fixed in Steam version, present in 360 and PS3 versions'') |
+ | |||
+ | ====== [[Dustbowl]] ====== | ||
+ | * '''Hiding in barrels''' - This exploit allows a player to phase through the barrel and be partly hidden. You can run out of it at any point but it requires you to repeat the process to phase into the barrel to get back in it. This can also block enemy attacks until the barrel breaks. | ||
+ | |||
+ | == Steam Version == | ||
+ | Exploits that are present in the Steam version of Team Fortress 2. | ||
+ | |||
+ | ==== By Class ==== | ||
+ | Exploits that only work on specific classes. | ||
+ | |||
+ | ====== Scout Exploits ====== | ||
+ | * With the [[Flying Guillotine]], if the player runs towards a thin wall and throws the projectile, the projectile can go through the wall. | ||
+ | * With the [[Boston Basher]], if the player initiates a melee attack facing an enemy within range, but does not hit the enemy after the swing has finished, the Scout will not receive any self damage. | ||
+ | |||
+ | ====== Soldier Exploits ====== | ||
+ | * After gaining a full rage meter for any banner item ([[Buff Banner]], [[Battalion's Backup]], or [[Concheror]]), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner. | ||
+ | * The [[Cow Mangler 5000]] can be fired through thin walls. This is mostly noticeable in [[Thunder Mountain]]'s spawn gates. | ||
+ | * The [[Grenade (taunt)|Grenade]] taunt can be used to kill enemies on the other side of a closed setup gate or a thin wall without being killed. | ||
+ | * The [[Beggar's Bazooka]] can be loaded up to 3 rockets, these rockets can be stored with certain methods to allow you to prevent the rockets from firing. | ||
+ | |||
+ | ====== Pyro Exploits ====== | ||
+ | * With the use of any of the Pyro's [[Weapons#pyroprimary|Flamethrowers]], it is possible for the flames to travel through thin walls. | ||
+ | * The [[Flare Gun]], [[Detonator]], and [[Scorch Shot]] projectiles may sometimes be able to launch itself through thin walls. | ||
+ | * Taunting with the [[Balloonibouncer]] in front of a wall will cause the player to submerge into the wall, causing the Pyro to be not visible or to be visible on the other side of the wall if the wall is thin enough. | ||
+ | * Using the [[Dragon's Fury]] you can shoot through certain walls. | ||
+ | * An exploit using the [[Thermal Thruster]] allows the player to equip a different secondary weapon while still having the stomping damage ability and the heavily reduced fall damage attribute that is gained from the use of a jetpack charge. However, the player will be susceptible to being Mini-Crit by the [[Direct Hit]] whether if they are airborne or not (until death) and the distinct "flying" sound while midair from a [[Rocket Jumper]] rocket jump will continuously loop (until death or the use of the snd_restart command) due to the game still thinking they are airborne from performing the exploit. | ||
+ | * Under certain conditions, the [[Scorch Shot]]'s Execution taunt is guaranteed to perform a [[Critical hit]]. However, this nullifies the close range damage, instead doing the critical damage a flare from the Scorch Shot would do. | ||
+ | |||
+ | ====== Demoman Exploits ====== | ||
+ | * Performing a reverse [https://wiki.sourceruns.org/wiki/Schrodinger%27s_Crouch Schrodinger's Crouch] will render the player immune to Sentry Gun fire while crouching. | ||
+ | ** However at certain angles, it is still possible for a Sentry Gun to damage you. | ||
+ | |||
+ | ====== Building and Engineer Exploits ====== | ||
+ | |||
+ | *If an Engineer switches to a different Wrench while having the [[Gunslinger]] equipped, holding an undeployed [[Combat Mini-Sentry Gun|Mini Sentry Gun]] toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun. | ||
+ | |||
+ | *Using the [[Short Circuit]] you can shoot through certain walls. | ||
+ | |||
+ | *An Engineer can use a Payload cart to push himself inside his own buildings, allowing the Engineer to perform a Stucklaunch. | ||
+ | |||
+ | ====== Spy Exploits ====== | ||
+ | * A player can get an infinite [[Killstreak]] without ending an enemy Spy's Killstreak if the Spy feigns death with the [[Dead Ringer]]. | ||
+ | *If the Spy is near the enemy spawn, and changes his loadout, he can instantly respawn in his own spawn. | ||
+ | |||
+ | ==== Map Specific ==== | ||
+ | Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. | ||
+ | |||
+ | ====== [[Frontier]] ====== | ||
+ | |||
+ | * A [[Heavy]] wielding an all-class melee weapon can suicide on the cart, then another Heavy wielding any kind of [[Glove]] can pick up the dropped melee weapon, resulting in the heavy dropping the gloves into the world. The model for the various forms of gloves can be placed into the cart by repetitively switching between the two weapons, until the glove model is stuck into the train, separating the platform from the train, and the head of the train keeps moving while the platform is stopped. (so long as the BLU team stays on the disconnected platform.) | ||
+ | |||
+ | * A RED Engineer can build a teleporter in the final spawnroom near the [[Respawn#Resupply|Resupply]] cabinet which makes it possible for BLU Spies to get into the RED spawn room. | ||
+ | |||
+ | * Snipers can shoot through a window frame near the last control point. | ||
+ | |||
+ | * Li'l Chew Chew can be glitched so that the platform will be far behind the actual engine. This lets the BLU team push the train without being near the engine. | ||
+ | |||
+ | * When the final point is capped, any BLU players who were set to respawn at that time will appear in RED's final spawn room, instead of BLU's intended final spawn room. | ||
− | + | * Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area. | |
− | + | * Engineers can place buildings in the pit at the end of the map, allowing players to teleport there. | |
− | + | ====== [[2Fort]] ====== | |
− | + | *'''Holding Enemy Spawn Doors Open''' - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area. | |
− | * | + | *'''Airduct Stickies''' - A Demoman can shoot stickies into the airducts of either team's Basement area. Sometimes the stickies aren't completely hidden, as the space in the airducts are thin. |
− | ==== | + | ====== [[Badwater Basin]] ====== |
− | * | + | *'''BLU 1st Spawn''' |
+ | **The tall pillar of rock in the middle of the respawn wall has a small place to stand on near the top. Soldiers and Demomen can camp up here. | ||
+ | **The corner rock by the leftmost exit can have a sentry placed if the Engineer has the [[Wrangler]] and sentry jumps there. | ||
− | * | + | ====== [[Well (Control Point)]] and [[Well (Capture the Flag)]] ====== |
+ | *'''Glitched Area''' - Backroom (Final Control points in <code>cp_well</code> and Intelligence room in <code>ctf_well</code>) - Allows [[Soldiers]], [[Demomen]], and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve, despite it having been in the game for a long time. | ||
− | ==== | + | ====== [[Suijin]] ====== |
+ | *'''Infinite Grenade Taunt''' - If a Soldier goes under one of the bridges in the middle he can repeatedly perform the Grenade taunt without dying. *The aforementioned bridge can also be used by a Medic with the [[Meet the Medic (taunt)]] to infinitely store entities, potentially crashing the server. | ||
− | *If a [[ | + | ====== [[Upward]] ====== |
+ | *'''Taunt kill through floor''' - If a Soldier approaches a staircase near the 2nd RED spawn room, it is possible for him to kill enemies with the [[Grenade (taunt)|Grenade]] taunt through the floor and survive, despite dying anywhere else. | ||
− | + | *'''Attacking first from last''' - On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point. However, this is extremely inefficient as only certain projectile weapons can achieve this alone. | |
− | ==== | + | ====== [[Brickyard]] ====== |
+ | *'''Bonk Scout''' - If a Scout drinks [[Bonk! Atomic Punch]] and begins phasing, he can still carry the ball while under the influence of Bonk!. | ||
− | ===== | + | ====== [[Pipeline]] ====== |
− | * | + | *'''Entering Enemy's Spawn''' - In the third map rotation, an Engineer can build a teleporter on the scale and let enemy Spies into the spawn room. |
− | * | + | ====== [[Sawmill]] ====== |
+ | * There is a rock formation between the waterfall and the small health kit that has bugged collision. It is possible to jump inside this rock formation, which can lead to unfair matchups against unaware enemies. | ||
+ | ** Keep in mind that bullets can still pass through the rock, so enemies can shoot you if they know you are there. | ||
− | ==== | + | ====== [[Double Cross]] ====== |
+ | * One of the spawn room doors isn't properly set up to disallow building. | ||
− | + | == Patched Exploits in Steam Version == | |
− | + | A list of some notable exploits patched within the Steam version of TF2. | |
+ | {| class="wikitable" border=0 cellspacing=2 cellpadding="2" align=center | ||
+ | ! class="header" width=150 | Title | ||
+ | ! class="header" width=350 | Description | ||
+ | ! class="header" width=70 | Exists on Steam | ||
+ | ! class="header" width=70 | Exists on 360 | ||
+ | ! class="header" width=70 | Exists on PS3 | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Bunny Hopping | ||
+ | | A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Backstab no disguise break | ||
+ | | Whereby a [[Spy]] could backstab while retaining their [[disguise]]. | ||
+ | || No || Yes || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Cloaked backstab | ||
+ | | Whereby a [[Spy]] could backstab while remaining [[Cloak]]ed. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Critical hit storing | ||
+ | | Whereby players are able to store Critical hits in their weapon. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Crouch jump | ||
+ | | Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms. | ||
+ | || No || No || No | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | config.cfg rebinding | ||
+ | | Whereby players could use an external program to rebind controls to console commands, could also be used to open the developer console on the console versions. | ||
+ | || Never Existed || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Heavy Minigun Rev | ||
+ | | Whereby a [[Heavy]] was able to run and simultaneously rev up or fire their [[Minigun]]. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Huntsman quick reload | ||
+ | | By switching to a different weapon and quickly switching back, it was possible to reload the [[Huntsman]] faster than intended. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | !style="background:#FFDDAD;" | Item Schema manipulation | ||
+ | | An exploit that had been found by Gamemaster1379 on Reddit, he was able to edit the game files to change the data of the [[Giftapult]] to work as a [[Mann Co. Supply Crate Key]], essentially allowing them to open any crate for 10c. It had been able to work since 2010 but was later patched in 2014. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Infinite Sentry health | ||
+ | | Whereby a [[Spy]] and an [[Engineer]] working together can infinitely increase the health of a [[Sentry Gun]] by using the [[Red-Tape Recorder]] | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Infinite Heavy overheal | ||
+ | | Whereby a [[Heavy]] could use a [[Dalokohs Bar]] and the [[Gloves of Running Urgently]] to infinitely increase his overheal.<ref name="heavyoverheal">''Earliest record'' [https://www.youtube.com/watch?v=cTdk0Z-YLbg&t=182s YouTube - Meet the infinite overheal Heavy (Jungle Inferno update) <nowiki>[FIXED]</nowiki>] (2017-10-23), retrieved 2017-10-21.</ref> | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Infinite Frontier Justice Crits | ||
+ | | An Engineer that had revenge Crits on the [[Frontier Justice]] could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the [[Southern Hospitality]]). | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | !style="background:#FFDDAD;" | Infinite Scout jump | ||
+ | | If a Scout enters the [[Civilian]] pose or "Reference pose", the Scout will be able to infinitely jump. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Infinite Teleporter health | ||
+ | | Whereby an [[Engineer]] could infinitely increase the health of a [[Teleporter]] by moving and destroying the entrance. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Invisible buildings | ||
+ | | Any Engineer picking up a building and immediately taunting would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Invisible Sappers | ||
+ | | [[Spies]] can place [[Sappers]] on Buildings while being invisible. They can use the [[Red-Tape Recorder]] to make the sentry unbuild itself without having the Engineer being able to fix it. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Level 3 [[Combat Mini-Sentry]] | ||
+ | | Whereby an Engineer could build a [[Combat Mini-Sentry]] that fires rockets by building a Level 3 [[Sentry Gun]], switching to [[Gunslinger]] (either by respawning or using [[Respawn#Resupply|resupply lockers]]), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Melee damage stacking | ||
+ | | Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Multiple buildings | ||
+ | | Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings. | ||
+ | || No || No || No | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Multiple buildings #2 | ||
+ | | An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Multiple buildings #3 | ||
+ | | Whereby an [[Engineer]] can build an unlimited number of [[building]]s by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a [[Spy]] can build an unlimited number of [[Dispenser]]s using "build 0 x" (where x is the number of the building). | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Needle Boosting | ||
+ | | Whereby players could be boosted by the Medic's [[Syringe Gun]] needles. | ||
+ | || No || Yes || Yes | ||
+ | |- | ||
− | ==== | + | ! style="background:#FFDDAD;" | Occlusion visualization cheat (cvar) |
+ | | Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls. | ||
+ | || No || No || No | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Payload cart upgrading | ||
+ | | Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.<ref name="cartupgrade">''LotusClanChannel'' [http://youtube.com/watch?v=fkXLzZ0O8_A YouTube - Building a dispenser on the payload cart] (2008-12-12), retrieved 2010-10-22.</ref> | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Payload last point early explosion | ||
+ | | A player can continuously swap weapons on top of last point until weapon falls through hole and explodes with no Cart needed, causes the Cart to be invisible. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Permanent [[ÜberCharge]] | ||
+ | | Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Permanent [[ÜberCharge]] #2 | ||
+ | | Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the [[Kritzkrieg]], and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the [[Medi Gun]], giving the player infinite [[Critical hits]] for the rest of the round. Standing near a [[Dispenser]] (or [[Payload]] while attacking), healing a teammate, or being healed by a teammate will however end the charge. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Permanent [[Bonk! Atomic Punch|Atomic Punch]] | ||
+ | | Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item while moving into a supply cabinet. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Permanent [[Bonk! Atomic Punch|Atomic Punch]] #2 | ||
+ | | Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item and disconnecting from the internet. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Permanent Regeneration | ||
+ | | By disconnecting from the server mid-taunt with the [[Amputator]], the [[healing]] effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Powerjack afterburn heal | ||
+ | | A [[Pyro]] could switch to the [[Powerjack]] before an ignited enemy died from afterburn and still get the +75 health. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Quantum crouch | ||
+ | | Where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations. | ||
+ | || No || Yes || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Sapper wall sap | ||
+ | | Whereby a Spy could attach a [[Sapper]] to enemy buildings through thin walls. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Surviving Grenade taunt | ||
+ | | Performing the [[Grenade (taunt)|Grenade taunt]] with the [[Rocket Jumper]] equipped to the primary slot will allow the [[Soldier]] to survive the taunt with no blast damage. This was removed and later re-implemented as a feature. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Stuck PASS Time jack | ||
+ | | On Warehouse, if someone throws the ball between the crates and the wall, the ball can no longer be scored for either team. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Spectator Halloween gift grab | ||
+ | | Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Spectator earn achievements | ||
+ | | Whereby players could complete [[achievements]] by spectating other players who earned them. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Teleporter door block | ||
+ | | Allowed Engineer players to block spawn doors with the help of Teleporters. | ||
+ | || No || No || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Teleport Intelligence | ||
+ | | An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported. | ||
+ | || No || Yes || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Teleporter point gain | ||
+ | | Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. | ||
+ | || No || Yes || Yes | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | The Classic floating lasers | ||
+ | | A [[Sniper]] using [[The Classic]] can commit suicide after charging the shot, leaving the laser in midair. Doing this repeatedly could crash the server. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |- | ||
+ | ! style="background:#FFDDAD;" | Teleporter behind RED bamboo | ||
+ | | On Suijin, it is possible for an Engineer to build a teleporter exit behind the bamboo across from the front spawn door on the RED side of the map, trapping them. Does not happen to the BLU side. | ||
+ | || No || Never Existed || Never Existed | ||
+ | |} | ||
− | ==== | + | == Update history == |
+ | {{Update history | '''{{Patch name|9|20|2007}}''' | ||
+ | * Exploit fix related to "<code>join_team</code>" | ||
− | *[[ | + | '''{{Patch name|10|5|2007}}''' |
+ | * Fixed teleporter/[[spawn]] doorway exploit. | ||
− | * | + | '''{{Patch name|10|25|2007}}''' |
+ | * Fixed a Spy backstab exploit where you could stab a player who was not facing away from you. | ||
− | + | '''{{Patch name|10|31|2007}}''' | |
− | + | * Added anti-bunny hopping code. | |
+ | * Fixed a weapon switching exploit that allowed Snipers to fire slightly faster than intended. | ||
− | + | '''{{Patch name|11|7|2007}}''' | |
+ | * Fixed exploit that allowed players to teleport with the intelligence. | ||
+ | * Fixed several melee weapon switching exploits. | ||
− | * | + | '''{{Patch name|11|15|2007}}''' |
+ | * Fixed exploit where [[spectators]] could spawn into the world without actually joining a team. | ||
+ | * Fixed an exploit that would allow players to jump out of the map in [[Hydro]]. | ||
− | * | + | '''{{Patch name|11|20|2007}}''' |
+ | * Fixed jump/taunt exploit. | ||
− | * | + | '''{{Patch name|11|21|2007}}''' |
+ | * Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2. | ||
− | + | '''{{Patch name|12|20|2007}}''' | |
+ | * Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons. | ||
− | + | '''{{Patch name|12|31|2007}}''' | |
− | + | * Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times. | |
+ | * Fixed an exploit allowing players to spawn into the enemy territory at the start of a round. | ||
− | + | '''{{Patch name|2|19|2008}}''' | |
+ | * Fixed Badlands exploits and missing textures. | ||
− | + | '''{{Patch name|3|20|2008}}''' | |
+ | * Plugged an exploit where the server could send executable code to the client. | ||
− | + | '''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]]) | |
+ | * Fixed exploit where clients could start benchmark mode on servers. | ||
+ | * Fixed drowning exploit that allowed players to regenerate health. | ||
+ | * Fixed reload exploit that allowed plays to fire instantly after switching weapons. | ||
+ | * Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements. | ||
+ | * Fixed a clip brush exploit outside blue Sniper deck on 2Fort. | ||
− | + | '''{{Patch name|4|30|2008}}''' | |
− | + | * Fixed potential "nuke" exploit in rcon subsystem. | |
− | + | '''{{Patch name|5|2|2008}}''' | |
+ | * Fixed exploit where players could drop weapons onto the ground for other players to pickup. | ||
− | + | '''{{Patch name|2|18|2009}}''' | |
+ | * Fixed loadout exploit. | ||
− | + | '''{{Patch name|7|14|2009}}''' | |
+ | * Fixed <tt>setinfo</tt> exploit that allowed restricted convars to be set while connected to a server. | ||
+ | * Fixed "<tt>jointeam unassigned</tt>" exploit. | ||
+ | * Fixed being able to [[respawn]] during the chat time before a level change. | ||
+ | * Prevented some exploits based on <tt>mat_dxlevel</tt> being changed in-game. | ||
− | + | '''{{Patch name|8|13|2009}}''' | |
+ | * Fixed an exploit where the [[Huntsman]] could be reloaded faster than intended. | ||
− | + | '''{{Patch name|12|7|2009}}''' | |
+ | * Fixed Spies being able to disguise while performing a taunt. | ||
− | + | '''{{Patch name|4|30|2010}}''' | |
+ | * Fixed the Engineer being able to build more than one of each type of building. | ||
− | + | '''{{Patch name|7|9|2010}}''' | |
+ | * Fixed a bug that allowed sapped buildings to be picked up by the Engineer. | ||
− | + | '''{{Patch name|7|13|2010}}''' | |
+ | * Fixed an exploit where [[Engineer]]s could create level 3 [[Mini-Sentry|mini-Sentry Guns]]. | ||
− | + | '''{{Patch name|7|19|2010}}''' | |
+ | * Fixed a bug where Teleporters could be given more than their normal amount of health. | ||
− | + | '''{{Patch name|7|21|2010}}''' | |
+ | * Fixed a speed exploit related to benchmarks. | ||
− | + | '''{{Patch name|10|18|2010}}''' | |
+ | * Fixed a Sentry Gun exploit that let Engineers build multiple {{botignore|sentries}}. | ||
+ | * Fixed Engineers being able to build level 3 {{botignore|mini-sentries}} using The Wrangler. | ||
− | + | '''{{Patch name|10|19|2010}}''' | |
+ | * Fixed another Sentry Gun exploit that let Engineers build multiple {{botignore|sentries}}. | ||
+ | * Fixed Engineers being able to build level 3 {{botignore|mini-sentries}} using The Wrangler for real this time. | ||
− | + | '''{{Patch name|12|2|2010}}''' | |
− | + | * Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console. | |
− | + | '''{{Patch name|2|22|2011}}''' | |
+ | * Fixed a server crash exploit caused by malformed network packets. | ||
− | + | '''{{Patch name|2|24|2011}}''' ([[Community Map Pack Update]]) | |
+ | * Fixed another server crash exploit caused by malformed network packets. | ||
− | + | '''{{Patch name|3|10|2011}}''' ([[Shogun Pack]]) | |
+ | * Fixed clients being able to use particle exploits on sv_pure servers. | ||
− | + | '''{{Patch name|5|6|2011}}''' | |
− | + | * Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit. | |
− | + | '''{{patch name|6|23|2011}}''' | |
+ | * {{undocumented}} Fixed an exploit with the [[Chargin' Targe]] that allowed greater turning control than intended. | ||
− | + | '''{{patch name|7|1|2011}} #2''' | |
+ | * Fixed an exploit with the [[Heavy]]'s [[Buffalo Steak Sandvich]]. | ||
− | + | '''{{patch name|7|7|2011}}''' | |
+ | * Various clipping and exploit fixes on [[Barnblitz]]. | ||
− | + | '''{{patch name|8|23|2011}}''' | |
− | + | * Fixed an infinite [[Crit]]s exploit using The [[Diamondback]] | |
− | + | '''{{patch name|9|2|2011}}''' | |
+ | * Fixed a [[server]] crash exploit caused by invalid player viewangles. | ||
− | + | '''{{patch name|9|15|2011}}''' | |
+ | * Fixed several exploit areas on [[Upward]]. | ||
− | + | '''{{patch name|10|13|2011}}''' | |
+ | * An exploit with non-printable characters causing lag on Windows [[server]]s has been fixed. | ||
+ | * Various geometry fixes on [[Frontier]]. | ||
− | + | '''{{patch name|11|16|2011}}''' | |
+ | * Fixed an exploit that allowed [[trade|untradable]] items to be traded with Steam trading. | ||
+ | * Fixed a teleporter griefing position near control point B on Upward. | ||
− | + | '''{{patch name|12|16|2011}}''' | |
+ | * Fixed an exploit with The [[Eureka Effect]] and The [[Phlogistinator]] where the effects could activate without [[taunt]]ing in high-[[lag]] situations. | ||
− | + | '''{{patch name|12|23|2011}}''' | |
+ | * Fixed a [[Spy-cicle]] exploit. | ||
− | + | '''{{patch name|2|2|2012}}''' | |
− | + | * Fixed Nobuild exploits on [[Foundry]]. | |
− | + | '''{{patch name|2|23|2012}}''' | |
+ | * Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on [[Dustbowl]]. | ||
− | + | '''{{patch name|4|17|2012}}''' | |
+ | * Fixed being able to place buildings in nobuild zones. | ||
+ | * Fixed Red team Pyros being able to grief teammates by attacking them with the Flame Thrower and then switching to team Spectator during the attack. | ||
− | + | '''{{patch name|5|10|2012}}''' | |
− | + | * Fixed a bug that allowed buildings to be built in nobuild/respawn volumes. | |
− | |||
− | + | '''{{patch name|6|28|2012}}''' | |
+ | * Fixed exploit that allowed [[Beggar's Bazooka]] to indefinitely hold rockets in the chamber without misfiring. | ||
+ | * Engineers can no longer build Teleporters behind the spawn on [[Doomsday]]. | ||
− | + | '''{{patch name|7|2|2012}}''' | |
+ | * Fixed exploit where the [[Scorch Shot]] could fire its short range kill pellet at the very beginning of the taunt. | ||
− | + | '''{{patch name|8|10|2012}}''' | |
+ | * Fixed a [[Medi Gun]] exploit that could leave players indefinitely invulnerable. | ||
− | + | '''{{patch name|9|4|2012}}''' | |
− | + | * Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters. | |
+ | * Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas. | ||
− | + | '''{{patch name|11|16|2012}}''' | |
− | + | *Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers. | |
− | + | '''{{patch name|12|20|2012}}''' | |
+ | * Fixed an exploit that allowed players to be permanently invulnerable. | ||
− | + | '''{{patch name|02|1|2013}}''' | |
+ | * Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart. | ||
+ | * Fixed a ConVar exploit that allowed malformed values to circumvent range checks. | ||
− | + | '''{{patch name|07|2|2013}}''' | |
+ | * Fixed a case where a Medic deploying [[Kritzkrieg]] on a Spy would sometimes result in permanent Crit boost. | ||
− | + | '''{{Patch name|9|16|2013}}''' | |
− | + | * Fixed a noclip exploit related to dueling and coaching. | |
− | + | '''{{Patch name|6|11|2014}}''' | |
− | + | * Fixed an exploit where [[teleporter]]s could build up a large amount of [[health]]. | |
− | * | ||
− | + | '''{{Patch name|7|24|2014}}''' | |
− | + | * Fixed a case where move speeds could be exploited using player angles. | |
+ | * Fixed an exploit related to Bonk! Atomic Punch and [[Crit-a-Cola]]. | ||
+ | * Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately. | ||
+ | '''{{Patch name|8|13|2014}}''' | ||
+ | * Fixed an exploit where Engineers could build level 3 mini-Sentry Guns. | ||
− | + | '''{{Patch name|9|15|2014}}''' | |
+ | * Fixed an exploit where players could circumvent successful kick votes. | ||
− | + | '''{{Patch name|10|1|2014}}''' | |
+ | * Fixed an exploit that allowed item nametags to go beyond the 40 character limit. | ||
− | + | '''{{Patch name|10|15|2014}}''' | |
+ | * Fixed an exploit related to clients uploading files to servers. | ||
− | + | '''{{Patch name|10|20|2014}}''' | |
+ | * Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt. | ||
− | + | '''{{Patch name|10|29|2014}}''' | |
+ | * Fixed an exploit that allowed players to remove the ghost condition. | ||
− | + | '''{{Patch name|11|4|2014}}''' | |
+ | * Fixed players using the tiny-melee-only curse to get outside of the playable area of the map. | ||
− | + | '''{{Patch name|11|5|2014}}''' | |
+ | * Fixed the Rescue Ranger being able pick-up buildings through walls. | ||
+ | * Fixed Engineers being able to pick-up buildings during Merasmus's third-person curses. | ||
− | + | '''{{Patch name|11|13|2014}}''' | |
+ | * Fixed an exploit that involved players killing teammates with the meteor spell by switching to [[Spectator]]. | ||
+ | * Fixed a bug that allowed weapons to be equipped in invalid loadout slots. | ||
− | + | '''{{Patch name|1|15|2015}} #1''' | |
+ | * Fixed an exploit related to the [[Sniper]]'s scope [[Heads-up display|HUD]] panel. | ||
− | + | '''{{Patch name|2|11|2015}} #1''' | |
+ | * Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to. | ||
− | + | '''{{Patch name|3|12|2015}}''' | |
+ | * Fixed an exploit related to [[vdc:Material|material]] {{code|.vmt}} files and playing on servers using {{cvar|sv_pure}}. | ||
+ | * Fixed an exploit where clients could bypass the name change timer. | ||
+ | * Fixed an exploit related to the [[Gunslinger]] and hitting teammates to generate a guaranteed third hit that is [[Critical hits|critical]]. | ||
− | + | '''{{Patch name|6|2|2015}}''' ([[Gun Mettle Update]]) | |
+ | * Fixed a .wav file exploit | ||
+ | * Fixed a .bsp file exploit | ||
− | + | '''{{Patch name|9|14|2016}}''' | |
+ | *Fixed an exploit related to placing buildings outside of the playable space. | ||
− | + | '''{{Patch name|9|15|2016}}''' | |
+ | * Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations. | ||
− | + | '''{{Patch name|4|20|2017}}''' | |
− | + | * Fixed an exploit where players could remain [[ÜberCharge|Übercharge]]d beyond the normal time period. | |
− | |||
− | + | '''{{Patch name|3|29|2018}}''' | |
+ | * Fixed an issue that made it possible for a [[Scout]] to Infinitely jump using the [[Civilian]] pose due to the 3/28/2018 Update. | ||
− | + | '''{{Patch name|7|25|2019}}''' ([[Summer 2019 Pack]]) | |
+ | * Fixed and{{sic}} exploit where [[Stickybomb Launcher|stickybombs]] could not be destroyed or pushed by the enemy team. | ||
− | + | '''{{Patch name|1|18|2020}}''' | |
+ | * Fixed an exploit related to the Heavy being invisible. | ||
− | + | '''{{Patch name|4|7|2020}}''' | |
+ | * Fixed a server crash exploit. | ||
− | + | '''{{Patch name|4|27|2020}}''' | |
+ | * Fixed Heavy exploit related to infinite overheal. | ||
− | + | '''{{Patch name|6|22|2021}}''' | |
+ | * Added check to prevent players without admin access using the dump_all_caches server command | ||
+ | * Kick votes will end early and automatically pass if the vote target leaves the match during the vote | ||
− | + | '''{{Patch name|9|16|2021}}''' | |
+ | * Fixed an exploit related to players impersonating other Steam accounts | ||
+ | * Fixed an exploit related to creating unnamed Normal quality items | ||
+ | * Fixed the Heavy being able to crouch and jump while stunned | ||
− | + | '''{{Patch name|4|18|2024}}''' | |
+ | * Fixed an exploit related to uploading invalid custom [[Decal Tool|decals]] that would crash other clients | ||
− | + | '''{{Patch name|7|18|2024}}''' | |
+ | * Fixed Workshop <code>sv_cheats</code> exploit | ||
− | + | '''{{Patch name|8|13|2024}}''' | |
+ | * Fixed record/stop .dem file exploit that was used to reveal cloaked Spies}} | ||
== See also == | == See also == | ||
− | [[Exploits (Classic)|Team Fortress Classic Exploits]] | + | *[[Exploits (Classic)|Team Fortress Classic Exploits]] |
== References == | == References == | ||
+ | <references /> | ||
− | |||
[[Category:Gameplay]] | [[Category:Gameplay]] |
Latest revision as of 07:30, 15 November 2024
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
“ | I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.
— The Administrator on exploiters
|
” |
An exploit is a bug or unintended feature of gameplay that is deliberately and knowingly used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. In contrast, bugs or problems which either do not affect gameplay or that are not intentionally triggered are classified as glitches.
Contents
- 1 General Exploits
- 1.1 T Posing / A Posing
- 1.2 Projectile Wallbang
- 1.3 Instant Respawn
- 1.4 Fake Partner taunt
- 1.5 Warp Glitching
- 1.6 Reverse Quantum Crouch
- 1.7 Fake Latency
- 1.8 Equip Conflicting Cosmetics
- 1.9 Anti-Autobalance
- 1.10 Doubletap glitching
- 1.11 Crouch Speed Boost
- 1.12 Self Votekick
- 1.13 Edgebug
- 1.14 Jumpbug
- 1.15 sv_pure bypass
- 2 File overriding
- 3 Console Version
- 4 Steam Version
- 5 Patched Exploits in Steam Version
- 6 Update history
- 7 See also
- 8 References
General Exploits
T Posing / A Posing
Under certain circumstances, the player can enter the reference pose. See the Civilian page for more.
Projectile Wallbang
- Sometimes attacks, such as (but not limited to) flame particles from any Flame Thrower and taunt kills, can travel through the door gates used mostly on Payload maps, due to clipping issues.
Instant Respawn
- This exploit allows for instantly teleporting back to spawn without suiciding.
Fake Partner taunt
- This exploit allows for faking a partner taunt, so players attempting to accept the partner taunt will fail.
Warp Glitching
- Spamming certain commands allows for warp like effects, however you are unable to hold a warp after charging, as you immediately teleport after charging.
- Warning: This exploit may crash or hang the game for low end computers.
Reverse Quantum Crouch
- This exploit allows the player to appear standing while crouched.
Fake Latency
- Using certain commands will freeze your client, causing your ping to increase after the game finishes freezing
- However, the real ping can still be seen by typing 'ping' into the in-game console.
- Warning: This exploit may crash or hang the game for low end computers.
Equip Conflicting Cosmetics
- This exploit allows for wearing conflicting cosmetics.
- Note: This exploit was fixed by Valve in the September 26, 2022 Patch, then subsequently reverted in the September 28, 2022 Patch.
Anti-Autobalance
- By typing a certain command in the console before you get autobalanced, you can avoid being autobalanced and reconnect back to your original team prior to reconnecting.
- However, this command will reset all of your stats you earned before you used the command.
Doubletap glitching
- Similar to warping, spamming the command used for warping allows for doubletap like effects.
- However, this exploit is not viable in-game, as you will have a fraction of a second to aim before you can doubletap.
- You will also need to stop pressing movement keys while the game is frozen, otherwise you will teleport to the location where you were holding the movement key.
Crouch Speed Boost
- This exploit allows for a 33% boost in movement speed.
Self Votekick
- This exploit allows you to votekick yourself through the use of console commands.
- Step 1: Open console (~) and type "status"
- Step 2: Find your nickname, there should be a number before it.
- Step 3: Type in without brackets "callvote kick (your number)".
Edgebug
- This exploit allows for nullifying fall damage by sliding off of an edge or a ramp.
Jumpbug
- This exploit allows for nullifying fall damage by holding crouch midair, release crouch before hitting the floor, and jump the instant you touch the floor.
sv_pure bypass
- This exploit allows for bypassing certain sv_pure restrictions before joining a game.
- However, only certain modifications can be bypassed, such as animations.
File overriding
sv_pure Exploit
The game has a console variable sv_pure
that controls which files clients are allowed to override. By default, a server uses sv_pure 0 unless the server manager decides otherwise. This can be abused to use tampered materials that render on top of walls and other trickery.
There are four modes for the variable:
- -1
- Does not apply any rules or restrictions which files the client may load
- 0
- Applies the rules from cfg/pure_server_minimal.txt only (forcing the purity of only a few critical files such as the executables)
- 1
- Applies the rules from cfg/pure_server_full.txt and then the ones from cfg/pure_server_whitelist.txt (forcing the purity of the files chosen by the server manager)
- 2
- Applies the rules from cfg/pure_server_full.txt. (forcing all files to be pure)
Console Version
Exploits that are present in the console version of Team Fortress 2.
By Class
Exploits that only work on specific classes.
Building and Engineer Exploits
- An Engineer can constantly use their Teleporter to farm points, as they are awarded one half-point for every time they take their own Teleporter.
Medic Exploits
- "Needle Boosting" involves a player standing over a Medic, who then proceeds to shoot their Syringe Gun upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward.
Spy Exploits
Map Specific
Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. Exploits that are present in the Steam version work on console as well.
2Fort
- Entering Enemy's Spawn In both bases, an Engineer can build a Teleporter using the hole which lets players leave the left spawn room. They must build a Sentry Gun under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter Exit inside the spawn room, which enemy Spies can use to enter the base. This exploit works as there is no
func_nobuild
brush stopping Engineers from building from under the spawn.
- Entering Enemy's Spawn 2 A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room.
- Pointless Room - There is a spot in each Intelligence room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter Exit, a player can trap other players on their team. Enemies cannot be damaged from here.
Gravel Pit
- Spawn Building - RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire). (Fixed in Steam version, present in 360 and PS3 versions)
Dustbowl
- Hiding in barrels - This exploit allows a player to phase through the barrel and be partly hidden. You can run out of it at any point but it requires you to repeat the process to phase into the barrel to get back in it. This can also block enemy attacks until the barrel breaks.
Steam Version
Exploits that are present in the Steam version of Team Fortress 2.
By Class
Exploits that only work on specific classes.
Scout Exploits
- With the Flying Guillotine, if the player runs towards a thin wall and throws the projectile, the projectile can go through the wall.
- With the Boston Basher, if the player initiates a melee attack facing an enemy within range, but does not hit the enemy after the swing has finished, the Scout will not receive any self damage.
Soldier Exploits
- After gaining a full rage meter for any banner item (Buff Banner, Battalion's Backup, or Concheror), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner.
- The Cow Mangler 5000 can be fired through thin walls. This is mostly noticeable in Thunder Mountain's spawn gates.
- The Grenade taunt can be used to kill enemies on the other side of a closed setup gate or a thin wall without being killed.
- The Beggar's Bazooka can be loaded up to 3 rockets, these rockets can be stored with certain methods to allow you to prevent the rockets from firing.
Pyro Exploits
- With the use of any of the Pyro's Flamethrowers, it is possible for the flames to travel through thin walls.
- The Flare Gun, Detonator, and Scorch Shot projectiles may sometimes be able to launch itself through thin walls.
- Taunting with the Balloonibouncer in front of a wall will cause the player to submerge into the wall, causing the Pyro to be not visible or to be visible on the other side of the wall if the wall is thin enough.
- Using the Dragon's Fury you can shoot through certain walls.
- An exploit using the Thermal Thruster allows the player to equip a different secondary weapon while still having the stomping damage ability and the heavily reduced fall damage attribute that is gained from the use of a jetpack charge. However, the player will be susceptible to being Mini-Crit by the Direct Hit whether if they are airborne or not (until death) and the distinct "flying" sound while midair from a Rocket Jumper rocket jump will continuously loop (until death or the use of the snd_restart command) due to the game still thinking they are airborne from performing the exploit.
- Under certain conditions, the Scorch Shot's Execution taunt is guaranteed to perform a Critical hit. However, this nullifies the close range damage, instead doing the critical damage a flare from the Scorch Shot would do.
Demoman Exploits
- Performing a reverse Schrodinger's Crouch will render the player immune to Sentry Gun fire while crouching.
- However at certain angles, it is still possible for a Sentry Gun to damage you.
Building and Engineer Exploits
- If an Engineer switches to a different Wrench while having the Gunslinger equipped, holding an undeployed Mini Sentry Gun toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun.
- Using the Short Circuit you can shoot through certain walls.
- An Engineer can use a Payload cart to push himself inside his own buildings, allowing the Engineer to perform a Stucklaunch.
Spy Exploits
- A player can get an infinite Killstreak without ending an enemy Spy's Killstreak if the Spy feigns death with the Dead Ringer.
- If the Spy is near the enemy spawn, and changes his loadout, he can instantly respawn in his own spawn.
Map Specific
Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns.
Frontier
- A Heavy wielding an all-class melee weapon can suicide on the cart, then another Heavy wielding any kind of Glove can pick up the dropped melee weapon, resulting in the heavy dropping the gloves into the world. The model for the various forms of gloves can be placed into the cart by repetitively switching between the two weapons, until the glove model is stuck into the train, separating the platform from the train, and the head of the train keeps moving while the platform is stopped. (so long as the BLU team stays on the disconnected platform.)
- A RED Engineer can build a teleporter in the final spawnroom near the Resupply cabinet which makes it possible for BLU Spies to get into the RED spawn room.
- Snipers can shoot through a window frame near the last control point.
- Li'l Chew Chew can be glitched so that the platform will be far behind the actual engine. This lets the BLU team push the train without being near the engine.
- When the final point is capped, any BLU players who were set to respawn at that time will appear in RED's final spawn room, instead of BLU's intended final spawn room.
- Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
- Engineers can place buildings in the pit at the end of the map, allowing players to teleport there.
2Fort
- Holding Enemy Spawn Doors Open - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
- Airduct Stickies - A Demoman can shoot stickies into the airducts of either team's Basement area. Sometimes the stickies aren't completely hidden, as the space in the airducts are thin.
Badwater Basin
- BLU 1st Spawn
- The tall pillar of rock in the middle of the respawn wall has a small place to stand on near the top. Soldiers and Demomen can camp up here.
- The corner rock by the leftmost exit can have a sentry placed if the Engineer has the Wrangler and sentry jumps there.
Well (Control Point) and Well (Capture the Flag)
- Glitched Area - Backroom (Final Control points in
cp_well
and Intelligence room inctf_well
) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve, despite it having been in the game for a long time.
Suijin
- Infinite Grenade Taunt - If a Soldier goes under one of the bridges in the middle he can repeatedly perform the Grenade taunt without dying. *The aforementioned bridge can also be used by a Medic with the Meet the Medic (taunt) to infinitely store entities, potentially crashing the server.
Upward
- Taunt kill through floor - If a Soldier approaches a staircase near the 2nd RED spawn room, it is possible for him to kill enemies with the Grenade taunt through the floor and survive, despite dying anywhere else.
- Attacking first from last - On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point. However, this is extremely inefficient as only certain projectile weapons can achieve this alone.
Brickyard
- Bonk Scout - If a Scout drinks Bonk! Atomic Punch and begins phasing, he can still carry the ball while under the influence of Bonk!.
Pipeline
- Entering Enemy's Spawn - In the third map rotation, an Engineer can build a teleporter on the scale and let enemy Spies into the spawn room.
Sawmill
- There is a rock formation between the waterfall and the small health kit that has bugged collision. It is possible to jump inside this rock formation, which can lead to unfair matchups against unaware enemies.
- Keep in mind that bullets can still pass through the rock, so enemies can shoot you if they know you are there.
Double Cross
- One of the spawn room doors isn't properly set up to disallow building.
Patched Exploits in Steam Version
A list of some notable exploits patched within the Steam version of TF2.
Title | Description | Exists on Steam | Exists on 360 | Exists on PS3 |
---|---|---|---|---|
Bunny Hopping | A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. | No | No | Yes |
Backstab no disguise break | Whereby a Spy could backstab while retaining their disguise. | No | Yes | Yes |
Cloaked backstab | Whereby a Spy could backstab while remaining Cloaked. | No | No | Yes |
Critical hit storing | Whereby players are able to store Critical hits in their weapon. | No | No | Yes |
Crouch jump | Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms. | No | No | No |
config.cfg rebinding | Whereby players could use an external program to rebind controls to console commands, could also be used to open the developer console on the console versions. | Never Existed | No | Yes |
Heavy Minigun Rev | Whereby a Heavy was able to run and simultaneously rev up or fire their Minigun. | No | No | Yes |
Huntsman quick reload | By switching to a different weapon and quickly switching back, it was possible to reload the Huntsman faster than intended. | No | Never Existed | Never Existed |
Item Schema manipulation | An exploit that had been found by Gamemaster1379 on Reddit, he was able to edit the game files to change the data of the Giftapult to work as a Mann Co. Supply Crate Key, essentially allowing them to open any crate for 10c. It had been able to work since 2010 but was later patched in 2014. | No | Never Existed | Never Existed |
Infinite Sentry health | Whereby a Spy and an Engineer working together can infinitely increase the health of a Sentry Gun by using the Red-Tape Recorder | No | Never Existed | Never Existed |
Infinite Heavy overheal | Whereby a Heavy could use a Dalokohs Bar and the Gloves of Running Urgently to infinitely increase his overheal.[1] | No | Never Existed | Never Existed |
Infinite Frontier Justice Crits | An Engineer that had revenge Crits on the Frontier Justice could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the Southern Hospitality). | No | Never Existed | Never Existed |
Infinite Scout jump | If a Scout enters the Civilian pose or "Reference pose", the Scout will be able to infinitely jump. | No | Never Existed | Never Existed |
Infinite Teleporter health | Whereby an Engineer could infinitely increase the health of a Teleporter by moving and destroying the entrance. | No | Never Existed | Never Existed |
Invisible buildings | Any Engineer picking up a building and immediately taunting would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect. | No | Never Existed | Never Existed |
Invisible Sappers | Spies can place Sappers on Buildings while being invisible. They can use the Red-Tape Recorder to make the sentry unbuild itself without having the Engineer being able to fix it. | No | Never Existed | Never Existed |
Level 3 Combat Mini-Sentry | Whereby an Engineer could build a Combat Mini-Sentry that fires rockets by building a Level 3 Sentry Gun, switching to Gunslinger (either by respawning or using resupply lockers), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun. | No | Never Existed | Never Existed |
Melee damage stacking | Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making. | No | No | Yes |
Multiple buildings | Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings. | No | No | No |
Multiple buildings #2 | An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands. | No | Never Existed | Never Existed |
Multiple buildings #3 | Whereby an Engineer can build an unlimited number of buildings by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a Spy can build an unlimited number of Dispensers using "build 0 x" (where x is the number of the building). | No | Never Existed | Never Existed |
Needle Boosting | Whereby players could be boosted by the Medic's Syringe Gun needles. | No | Yes | Yes |
Occlusion visualization cheat (cvar) | Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls. | No | No | No |
Payload cart upgrading | Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.[2] | No | Never Existed | Never Existed |
Payload last point early explosion | A player can continuously swap weapons on top of last point until weapon falls through hole and explodes with no Cart needed, causes the Cart to be invisible. | No | Never Existed | Never Existed |
Permanent ÜberCharge | Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely. | No | No | Yes |
Permanent ÜberCharge #2 | Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the Kritzkrieg, and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the Medi Gun, giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or Payload while attacking), healing a teammate, or being healed by a teammate will however end the charge. | No | Never Existed | Never Existed |
Permanent Atomic Punch | Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item while moving into a supply cabinet. | No | Never Existed | Never Existed |
Permanent Atomic Punch #2 | Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item and disconnecting from the internet. | No | Never Existed | Never Existed |
Permanent Regeneration | By disconnecting from the server mid-taunt with the Amputator, the healing effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed. | No | Never Existed | Never Existed |
Powerjack afterburn heal | A Pyro could switch to the Powerjack before an ignited enemy died from afterburn and still get the +75 health. | No | Never Existed | Never Existed |
Quantum crouch | Where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations. | No | Yes | Yes |
Sapper wall sap | Whereby a Spy could attach a Sapper to enemy buildings through thin walls. | No | No | Yes |
Surviving Grenade taunt | Performing the Grenade taunt with the Rocket Jumper equipped to the primary slot will allow the Soldier to survive the taunt with no blast damage. This was removed and later re-implemented as a feature. | No | Never Existed | Never Existed |
Stuck PASS Time jack | On Warehouse, if someone throws the ball between the crates and the wall, the ball can no longer be scored for either team. | No | Never Existed | Never Existed |
Spectator Halloween gift grab | Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them. | No | Never Existed | Never Existed |
Spectator earn achievements | Whereby players could complete achievements by spectating other players who earned them. | No | Never Existed | Never Existed |
Teleporter door block | Allowed Engineer players to block spawn doors with the help of Teleporters. | No | No | Yes |
Teleport Intelligence | An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported. | No | Yes | Yes |
Teleporter point gain | Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. | No | Yes | Yes |
The Classic floating lasers | A Sniper using The Classic can commit suicide after charging the shot, leaving the laser in midair. Doing this repeatedly could crash the server. | No | Never Existed | Never Existed |
Teleporter behind RED bamboo | On Suijin, it is possible for an Engineer to build a teleporter exit behind the bamboo across from the front spawn door on the RED side of the map, trapping them. Does not happen to the BLU side. | No | Never Existed | Never Existed |
Update history
- Exploit fix related to "
join_team
"
- Fixed teleporter/spawn doorway exploit.
- Fixed a Spy backstab exploit where you could stab a player who was not facing away from you.
- Added anti-bunny hopping code.
- Fixed a weapon switching exploit that allowed Snipers to fire slightly faster than intended.
- Fixed exploit that allowed players to teleport with the intelligence.
- Fixed several melee weapon switching exploits.
- Fixed exploit where spectators could spawn into the world without actually joining a team.
- Fixed an exploit that would allow players to jump out of the map in Hydro.
- Fixed jump/taunt exploit.
- Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2.
- Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.
- Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
- Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.
- Fixed Badlands exploits and missing textures.
- Plugged an exploit where the server could send executable code to the client.
April 29, 2008 Patch (Gold Rush Update)
- Fixed exploit where clients could start benchmark mode on servers.
- Fixed drowning exploit that allowed players to regenerate health.
- Fixed reload exploit that allowed plays to fire instantly after switching weapons.
- Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements.
- Fixed a clip brush exploit outside blue Sniper deck on 2Fort.
- Fixed potential "nuke" exploit in rcon subsystem.
- Fixed exploit where players could drop weapons onto the ground for other players to pickup.
- Fixed loadout exploit.
- Fixed setinfo exploit that allowed restricted convars to be set while connected to a server.
- Fixed "jointeam unassigned" exploit.
- Fixed being able to respawn during the chat time before a level change.
- Prevented some exploits based on mat_dxlevel being changed in-game.
- Fixed an exploit where the Huntsman could be reloaded faster than intended.
- Fixed Spies being able to disguise while performing a taunt.
- Fixed the Engineer being able to build more than one of each type of building.
- Fixed a bug that allowed sapped buildings to be picked up by the Engineer.
- Fixed an exploit where Engineers could create level 3 mini-Sentry Guns.
- Fixed a bug where Teleporters could be given more than their normal amount of health.
- Fixed a speed exploit related to benchmarks.
- Fixed a Sentry Gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler.
- Fixed another Sentry Gun exploit that let Engineers build multiple sentries.
- Fixed Engineers being able to build level 3 mini-sentries using The Wrangler for real this time.
- Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.
- Fixed a server crash exploit caused by malformed network packets.
February 24, 2011 Patch (Community Map Pack Update)
- Fixed another server crash exploit caused by malformed network packets.
March 10, 2011 Patch (Shogun Pack)
- Fixed clients being able to use particle exploits on sv_pure servers.
- Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit.
- [Undocumented] Fixed an exploit with the Chargin' Targe that allowed greater turning control than intended.
- Fixed an exploit with the Heavy's Buffalo Steak Sandvich.
- Various clipping and exploit fixes on Barnblitz.
- Fixed an infinite Crits exploit using The Diamondback
- Fixed a server crash exploit caused by invalid player viewangles.
- Fixed several exploit areas on Upward.
- An exploit with non-printable characters causing lag on Windows servers has been fixed.
- Various geometry fixes on Frontier.
- Fixed an exploit that allowed untradable items to be traded with Steam trading.
- Fixed a teleporter griefing position near control point B on Upward.
- Fixed an exploit with The Eureka Effect and The Phlogistinator where the effects could activate without taunting in high-lag situations.
- Fixed a Spy-cicle exploit.
- Fixed Nobuild exploits on Foundry.
- Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on Dustbowl.
- Fixed being able to place buildings in nobuild zones.
- Fixed Red team Pyros being able to grief teammates by attacking them with the Flame Thrower and then switching to team Spectator during the attack.
- Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.
- Fixed exploit that allowed Beggar's Bazooka to indefinitely hold rockets in the chamber without misfiring.
- Engineers can no longer build Teleporters behind the spawn on Doomsday.
- Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt.
- Fixed a Medi Gun exploit that could leave players indefinitely invulnerable.
- Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters.
- Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas.
- Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.
- Fixed an exploit that allowed players to be permanently invulnerable.
- Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.
- Fixed a ConVar exploit that allowed malformed values to circumvent range checks.
- Fixed a case where a Medic deploying Kritzkrieg on a Spy would sometimes result in permanent Crit boost.
- Fixed a noclip exploit related to dueling and coaching.
- Fixed an exploit where teleporters could build up a large amount of health.
- Fixed a case where move speeds could be exploited using player angles.
- Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola.
- Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately.
- Fixed an exploit where Engineers could build level 3 mini-Sentry Guns.
- Fixed an exploit where players could circumvent successful kick votes.
- Fixed an exploit that allowed item nametags to go beyond the 40 character limit.
- Fixed an exploit related to clients uploading files to servers.
- Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt.
- Fixed an exploit that allowed players to remove the ghost condition.
- Fixed players using the tiny-melee-only curse to get outside of the playable area of the map.
- Fixed the Rescue Ranger being able pick-up buildings through walls.
- Fixed Engineers being able to pick-up buildings during Merasmus's third-person curses.
- Fixed an exploit that involved players killing teammates with the meteor spell by switching to Spectator.
- Fixed a bug that allowed weapons to be equipped in invalid loadout slots.
- Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to.
- Fixed an exploit related to material
.vmt
files and playing on servers usingsv_pure
. - Fixed an exploit where clients could bypass the name change timer.
- Fixed an exploit related to the Gunslinger and hitting teammates to generate a guaranteed third hit that is critical.
June 2, 2015 Patch (Gun Mettle Update)
- Fixed a .wav file exploit
- Fixed a .bsp file exploit
- Fixed an exploit related to placing buildings outside of the playable space.
- Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.
- Fixed an exploit where players could remain Übercharged beyond the normal time period.
- Fixed an issue that made it possible for a Scout to Infinitely jump using the Civilian pose due to the 3/28/2018 Update.
July 25, 2019 Patch (Summer 2019 Pack)
- Fixed and(sic) exploit where stickybombs could not be destroyed or pushed by the enemy team.
- Fixed an exploit related to the Heavy being invisible.
- Fixed a server crash exploit.
- Fixed Heavy exploit related to infinite overheal.
- Added check to prevent players without admin access using the dump_all_caches server command
- Kick votes will end early and automatically pass if the vote target leaves the match during the vote
- Fixed an exploit related to players impersonating other Steam accounts
- Fixed an exploit related to creating unnamed Normal quality items
- Fixed the Heavy being able to crouch and jump while stunned
- Fixed an exploit related to uploading invalid custom decals that would crash other clients
- Fixed Workshop
sv_cheats
exploit
- Fixed record/stop .dem file exploit that was used to reveal cloaked Spies
See also
References
- ↑ Earliest record YouTube - Meet the infinite overheal Heavy (Jungle Inferno update) [FIXED] (2017-10-23), retrieved 2017-10-21.
- ↑ LotusClanChannel YouTube - Building a dispenser on the payload cart (2008-12-12), retrieved 2010-10-22.