Difference between revisions of "Cheats"

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(ent: Added a spawn command)
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ent_create tf_spell_pickup, spawns a spell-book which will grant the player a random magic spell when picked up, see [[Magic spells]].
 
ent_create tf_spell_pickup, spawns a spell-book which will grant the player a random magic spell when picked up, see [[Magic spells]].
  
ent_create tank, spawns a Tank from Mann Versus Machine. (Be careful, I've only used it on MvM maps, not others.)
+
ent_create tank_boss, spawns a Tank from Mann Versus Machine. (Be careful, I've only used it on MvM maps, not others.)
  
 
== See also ==
 
== See also ==

Revision as of 18:46, 2 November 2013

Cheatin' only gets ya so far.
The Sniper

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.

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

List of cheats

addcond

The addcond command changes the state of the user. It can be used on bots with bot_command. 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. Different numbers have different effects as listed below:

ID Description
0 or lower Slowed (as in when revving Minigun or zooming in with Sniper Rifles). Places the player in the reference pose.
1 Sniper Rifle zoom/scope (Crashes game unless your active weapon can scope).
2 Disguise smoke.
3 Disguise donning.
4 Cloak effect.
5 Medi Gun invulnerability effect. Will drop 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.
6 Teleporter dust.
7 Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
8 ÜberCharge expiration effect, if the player is ÜberCharged.
9 Intended to be flickering effect if Cloaked. Removed immediately if added.
10 Intended to be condition for Teleporting. Does nothing via addcond.
11 Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5.
12 Intended to be a temporary damage buff. Does nothing.
13 Dead Ringer Cloak defense buff, works with any watch as Spy. Will automatically add condition 4.
14 Bonk! Atomic Punch effect.
15 Intended to be the Stunned effect. Can be used with removecond to remove a stun.
16 Buff Banner effect.
17 Chargin' Targe effect. Will cause any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed will increase to 750 HU/s, and for Demomen this condition will expire when the charge meter empties).
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.
19 Crit-a-Cola/Buffalo Steak Sandvich effect.
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).
21 Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
22 Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn.
23 Intended to indicate Overhealing. Does not work with either addcond or removecond.
24 Jarate effect.
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
26 Battalion's Backup effect.
27 Mad Milk effect.
28 Quick-Fix visual effects + knock back/movement immunity (no healing). Will drop under the same conditions as addcond 5.
29 Concheror effect.
30 Fan o' War effect (marked for death).
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.
32 Disciplinary Action effect.
33 Halloween pumpkin crit boost.
34 Canteen crit boost.
35 Miscellaneous crit boost effect with sound effects similar to Chargin' Targe or Kritzkrieg.
36 Hype mini-crits.
37 First blood crit boost.
38 Winning team crit boost.
39 Intelligence capture crit boost.
40 Crit boost from crit-on-kill weapons (Killing Gloves of Boxing, Cleaner's Carbine).
41 Cannot switch away from melee weapon (as for Buffalo Steak Sandvich).
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.
43 "Reprogrammed". This condition no longer functions, but it used to swap 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.
44 Mmmph crit boost.
45 Mmmph activation defense buff.
46 Focus effect.
47 Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise.
48 Self marked for death (as for Gloves of Running Urgently).
49 Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, then return to 450 HU/s. This condition also causes Sentry Guns to not target the player.
50 Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine).
51 "Hidden" ÜberCharge (player sees their arms 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).
52 Canteen ÜberCharge.
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.
54 Player cannot move and hears the Ghost Fort dancing music. Any taunts performed will be the Thriller taunt.
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).
56 Miscellaneous crit boost.
57 Miscellaneous ÜberCharge.
58 Vaccinator Über bullet resistance.
59 Vaccinator Über blast resistance.
60 Vaccinator Über fire resistance.
61 Vaccinator passive bullet resistance.
62 Vaccinator passive blast resistance.
63 Vaccinator passive fire resistance.
64 Player will Cloak instantly, and will be able to attack while uncloaking (instead of having to wait to finish uncloaking).
65 Unknown.
66 Player is ignored by enemy bots.
67 Bullet damage immunity.
68 Blast damage immunity.
69 Fire damage immunity.
70 Player will survive all damage until their health reaches 1, after which this condition will be automatically removed. Damage that would be fatal will not show as combat text above the player's head to the attacker.
71 Unknown.
72 Speed boost, firing speed boost, reload speed boost, and infinite double jumps, This is used for the Minify as one of the Magic spells.
73 Quick-Fix like healing effect.
74 Makes The players health and size three times as large, movement speed, melee range and damage is not changed, the player will also be forced to thirdperson.
75 Makes The players size three times as small although there head will remain normal size, movement speed, melee range and damage is not changed, the player will also be forced to thirdperson.
76 Upon death it forces the player into thirdperson and turns them into a ghost but they will still be able to use voice commands.
77 Turns the player into a ghost, can be reverted with removecond

Pictogram comment.png Most effects of addcond are indefinite if no duration is specified, ending when the user dies, changes classes, or manually removes them with the removecond command. Some effects can be removed by being healed by a friendly Medic.

Pictogram comment.png Effects 77+ will be addcond 77, nothing else.

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.

firstperson

Simply returns to first-person view if in third-person view (such as from Bonk or thirdperson).

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 roughly 8000), which usually displays incorrectly on the HUD. Health that is raised above the normal limit will wear off as a normal overheal, but excessive use of hurtme in this way can cause the user's health to drain continually until dying.

impulse

The impulse command is used for both cheats and non-cheats (the most common non-cheat being paint spray, which is impulse 201). The impulse command must be followed by a number, such as impulse 101. Different numbers have different effects, as listed below.

ID Description
101 Refills all weapons and health (like Resupply).
102 Spawns human skull.
106 Identifies model being aimed at.
107 Identifies texture being aimed at.
200 Plays holster/draw animations.
201 Sprays your selected spray.
202 Plays a custom sound to players who have set cl_customsounds 1. The sound is configured using cl_soundfile filename.wav.
203 Removes object being aimed at (like ent_remove and ent_fire _____ kill, but doesn't print "Removed [entity name] (Name)" in the console.
221-239 If the player is a Spy, starts the disguise process. 221-229 are for a RED disguise, while 231-239 are for a BLU disguise (230 is non-functional). The final digit selects the disguise class, but this number does not correspond to the class numbers shown on the class selection screen.

noclip

Lets the player fly around and go through walls as if they were a free-roam spectator. 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.

Ex. "currency_give 10000" gives you 10,000 credits.

Can also be used to take away credits by having a negative number as the argument

ent

ent_create merasmus, spawns Merasmus

ent_create eyeball_boss, spawns Monoculus

ent_create headless_hatman, spawns Horseless Headless Horseman

ent_create tf_zombie, spawns zombies

ent_create tf_spell_pickup, spawns a spell-book which will grant the player a random magic spell when picked up, see Magic spells.

ent_create tank_boss, spawns a Tank from Mann Versus Machine. (Be careful, I've only used it on MvM maps, not others.)

See also