Cheats/pl
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„ | Oszukiwanie nie zabierze cię daleko.
Kliknij, by odtworzyć (po angielsku)
— Snajper
|
” |
Są duże ilości oszustw, które gracze mogą użyć na serwerach z sv_cheats 1
. Oszustwa mogą być użyte na wiele sposobów
Nie wolno mylić tego z hackowaniem, które nigdy nie jest zezwolone, oszustwa są dostępne do wszystkich graczy na odpowiednich serwerach (uznając, że mają prawo ze strony operatora serwera). Statystyki i osiągnięcia gracza nie zmieniają się, gdy gracz gra na serwerze z włączonymi oszustwami. Przedmioty wciąż będą losowo wypadać, nawet jeśli serwer ma ustawione sv_cheats 1
.
Notka: sv_cheats 1
w żadnej formie nie jest zewnętrznym hackowaniem czy oszukiwaniem. Używanie sv_cheats 1
nie spowoduje, że dostaniesz VAC Bana.
Spis treści
Lista oszustw
addcond
Komenda addcond
nakłada na gracza pewne efekty. Po komendzie addcond
musi zostać dodana liczba, na przykład addcond 5
. Długość efektu może być ustawiona przez dodanie drugiej liczby, na przykład addcond 5 10
, gdzie 10 to długość trwania w sekundach. Efekty zazwyczaj mogą być usunięte komendą removecond
, gdzie wpisana liczba usuwa efekt związany z tą liczbą. Boty też mogą dostać efekty komendą bot_command
wraz z addcond
.
Różne liczby dają inne efekty:
ID | Description |
---|---|
0 | Spowolniony (jak przy rozkręconym Minigunie lub patrzenia przez lupę Karabinu Snajperskiego). Daje animację patrzenia przez lunetę / rozkręcania (dla graczy bez tej animacji, używana jest poza referencyjna ). |
1 | Przybliżenie Karabinu Snajperskiego (Crashuje grę, no chyba że twoja broń może używać przybliżenia). |
2 | Dym Przebierania. |
3 | Nakładanie Przebierania. |
4 | Efekt uniewidzialniania się. |
5 | Efekt Nieznisczalności Medi Guna. Natychmiast się wyłączy jeżeli gracz otrzyma ciągłe leczenie, na przykład od Medi Guna Medyka, Zasobnika czy Wózka. Również efekt schodzi z Medyka, jeśli zaktywuje lub zaczyna się kończyć efekt jego własnego Nadładunku. Nie podlega efektu samo-leczenia się Medyka. |
6 | Pył Teleportera. |
7 | Zamierzone do drwin. Nic nie daje używając addcond , lecz może być użyte z removecond , żeby natychmiast przestać drwinować.
|
8 | Efekt kończenia się efektu Nadładunku, jeżeli gracz go ma. |
9 | Miało być drganiem, jeśli jest się niewidzialnym. Usuwa się natychmiastowo po dodaniu. |
10 | Miało być efektem dla Teleportacji. Nic nie robi za pomocą komendy addcond .
|
11 | Nadładunek (Kritzkriega, Krytyki od zemstw). Znika pod wpływem tych samych efektów jak przy efekcie 5. |
12 | Miało dawać chwilowo zwiększone obrażenia. Nic nie robi. |
13 | Zwiększona obrona podczas niewidzialności Dzwonu Zmarłego, działa z każdym zegarkiem Szpiega. Automatycznie doda efekt 4. |
14 | Efekt Bonk! Atomowego Kopu. |
15 | Miało być efektem Ogłuszenia. Może być użyte z komendą removecond , żeby usunąć ogłuszenie.
|
16 | Efekt Sztandaru Chwały. |
17 | Efekt Tarczy Szarży. Spowoduje, że każda klasa zacznie biec naprzód z ograniczoną możliwością obrotu, jak podczad szarży, i zacznie wydawać krzyk szarży Demomana (Prędkość Demomana zwiększy się do 750 HU/s, a dla Demomana, ten efekt skończy się jak pasek szarży się skończy). |
18 | Miało być świecącym się efektem przy oku, podobnie jak przy Wyszczerbcu. Można usunąć wraz z komendą removecond .
|
19 | Efekt Kryt-O-Coli/Steku z Bizona/Spluwy Sprzątacza. |
20 | Efekt Kojącej Melodii (nie leczy, tylko dodaje kręgi koło stóp gracza; kręgi są usuwane po zakończeniu efektu, lecz efekt dalej występuje). |
21 | Miało być efektem związanym z ciągłym leczeniem. Można usunąć za pomocą komendy removecond .
|
22 | Reakcja na podpalenie (dźwięk i odgłosy, lecz brak ognia). Można użyć komendy removecond , żeby usunąć podpalenie.
|
23 | Miało wskazywać na Nadleczenie. Nic nie robi. |
24 | Efekt Sikwonda. |
25 | Miało być efektem Krwawienia. Można tylko użyć z komendą removecond , żeby usunąć krwawienie.
|
26 | Efekt Wsparcia Batalionu. |
27 | Efekt Wściekłego Mleka. |
28 | Wizualne efekty Quick-Fixa + odporność na odrzucenie (bez leczenia). Usuwa się pod takimi samymi warunkami co efekt 5. |
29 | Efekt Sashimono Straceńca. |
30 | Efekt Wachlarza Wojennego (naznaczony na śmierć). |
31 | Wszystkie ataki są mini-krytyczne (bez poświaty mini-krytyków, lecz z dźwiękami i efektami mini-krytyków). Nie można uleczyć gracza w żaden sposób. |
32 | Efekt Postępowania Dyscyplinarnego. |
33 | Trafienia krytyczne po podniesieniu Dyni Halloweenowej. |
34 | Trafienia krytyczne po użyciu Mannierki. |
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%. |
36 | Umożliwia wielokrotne skoki, jak przy Odlocie Buzownika. |
37 | Trafienia krytyczne po pierwszej krwi. |
38 | Trafienia krytyczne po wygranej rundzie. |
39 | Trafienia krytyczne po przejęciu Teczki. |
40 | Trafienia krytyczne po zabiciu broniami, które je gwarantują (np. Krytyczne Grzmoty Bokserskie). |
41 | Nie można zmienić z broni do walki wręcz (jak przy Steku z Bizona). |
42 | Gracz przyjmuje 35% mnie obrażeń (50% mniej od Działek Strażniczych, dostaje kręgi z kolorem drużyny. Jest to używane przy Mann vs. Machine, gdy ktoś nosi bombę. |
43 | "Przeprogramowane". Ten efekt już nie działa. Poprzedni efekt: zamieniał drużynami na czas trwania efektu. Usunięcie efektu znów zamienia drużynami. Dodaje iskry do głowy gracza. Automatycznie dodaje efekt 15 i spowalnia gracza na 5 sekund. |
44 | Trafienia krytyczne po aktywowaniu MMMPH. |
45 | Zmniejszona obrażenia po aktywowaniu MMMPH. |
46 | Efekt Skupienia. |
47 | Powoduje, że Egzekutor traci swoje 20% większych obrażeń, jak przy strzelaniu, żeby stracić przebranie. |
48 | Naznaczasz się na śmierć (jak przy Gorących Rękawicach Uciekiniera). |
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 ignore 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. Also used for Mannpower Über powerup. |
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 immediately regardless of class. Used for the Invisibility Magic spell. |
65 | Unknown; listed as "Medigun Debuff". |
66 | Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. attacking will make the player visible, but the player will rapidly fade out again, during which the player will be unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading. |
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 | MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). |
72 | Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell. |
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. |
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. |
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 Minify Magic spell. |
76 | Player gains condition 77 upon death. |
77 | Player becomes a Ghost; can be reverted with removecond .
|
78 | Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (Cleaner's Carbine), but is unused. |
79 | Player has a 75% chance to dodge every time damage is taken (dodged damage will cause the MISS! effect from condition 14 to appear). |
80 | Player gains a parachute if airborne. Removed upon landing. |
81 | Player gains fire rate bonus on the Air Strike. |
82 | Player gains Bumper Car movement and controls. The Bumper Car and associated HUD will not be visible, but the game will function as if they are. |
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. |
84 | Player gains a larger head and lowered gravity. |
85 | Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added. |
86 | Player can swim in air, and gains vision effects as if underwater or covered in Jarate. |
87 | Player is locked in place and cannot turn. |
88 | Player gains a cage surrounding them. Automatically adds condition 87 when added. |
89 | Player is considered as holding a Mannpower powerup. Using the dropitem command will drop a powerup pickup (usually Strength) and remove this condition.
|
90 | Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode. |
91 | Player gains double weapon firing and reload rate. Along with double clip size and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode. |
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. |
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. |
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. |
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. |
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. Used for the "Precision" powerup in Mannpower mode. |
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. |
98 | Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. |
99 | Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect. |
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. |
101 | Added when a player is latched by another player's Grappling Hook. |
102 | Added when a player activates their Dead Ringer, giving them immunity to afterburn. |
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. |
104 | Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. |
105 | Mannpower Crit powerup. |
106 | Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. |
107 | Player can swim in air, similar to condition 86, but without swimming animations and underwater overlay. |
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. |
109 | The King powerup from Mannpower. |
110 | The Plague powerup from Mannpower. |
111 | The Supernova powerup from Mannpower. |
112 | Plagued by the Plague powerup from Mannpower. |
113 | The area-of-effect buffs from the King powerup from Mannpower. |
114 | Enables glow outlines on friendly players and buildings. |
115 | Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. |
Most of the conditions added with addcond
are will remain for an indefinite duration if no duration is specified, ending when the user dies, changes classes, or manually removes the condition with the removecond
command. Some conditions (e.g. 5, 11) can be removed by being healed by a Medic.
Invalid condition numbers will 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.
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 16383), which usually displays incorrectly on the HUD. Health that is raised above the normal limit will wear off as a normal overheal, but excessive use of 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. 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 merasmus, spawns Merasmus.
- ent_create eyeball_boss, spawns a BLU team-colored Monoculus just like the one summoned from the Helltower spell.
- ent_create eyeball_boss teamnum 2, same as above, but spawns Monoculus on the RED team, using a red skin and only attacking BLU team members
- ent_create eyeball_boss teamnum 5, spawns the original Monoculus
- ent_create headless_hatman, spawns Horseless Headless Horseman
- ent_create tf_zombie, spawns Skeletons. Before the Scream Fortress Fifth Annual Helloween Special, this would spawn a random class wearing a Voodoo-Cursed Soul, with an invisible melee weapon.
- 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 tier 1, spawns a rare spell-book which will grant the player a random rare magic spell when picked up, see Rare Magic Spells.
- ent_create tf_halloween_pickup, spawns a Duck from Carnival of Carnage. These ducks will respawn after 10 seconds of being picked up.
- ent_create tank_boss, spawns a Tank from Mann Vs. Machine. On Payload maps, the tank will attempt to follow the cart's path. If the tank touches the cart, it will explode and drop money. On other maps, it moves towards a func_door entity.
- ent_create ghost, spawns a ghost. Usually disappear or fall through the map, depending on the location.
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. 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; and bullet, explosive, and fire resistance from the Vaccinator. Under power play, the player will appear on fire and frequently utter an evil laugh, taunting helpless victims.
Changes to the game since power play was introduced has caused a few bugs. Players will lose their Medi Gun effects over time if they are not continually healed by a Medic. The Quick-Fix ÜberCharge is applied but has no healing effect.
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.