34 templates missing Spanish translation
Pages missing in Spanish (es
– español): 34 in total. Data as of 01:40, 30 December 2024 (GMT).
- See also
- All articles in Spanish
- Missing article translations in Spanish
- Recent changes to articles in Spanish
List
- Template:Comic infobox has 330 uses and is missing 3 translations
- Line 93: Artists
- Line 120: Writers
- Line 147: Colorists
- Template:List of tournament medals has 23 uses and is missing 6 translations
- Line 306: Awarded to first-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
- Line 312: Awarded to second-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
- Line 318: Awarded to third-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
- Line 324: Awarded to participants in AsiaFortress tournaments sponsored by Liquid.tf.
- Line 330: Awarded to attendees at MCM Comic Con London in May 2024.
- Line 336: Awarded to coaches during AsiaFortress tournaments sponsored by Liquid.tf.
- Template:Bundle row extended has 17 uses and is missing 1 translation
- Line 112
- Template:StoryTimeline has 13 uses and is missing 3 translations
- Line 1312: A rocket carrying the monkeynaut Poopy Joe is launched, but [[Doomsday
- Line 1782: 2024
- Line 1785: An elderly Saxton and Maggie find themselves at the edge of a cliff, surrounded by a pack of angry cheetahs after fist-fighting a prior cheetah pack. After a brief exchange, they eagerly ready themselves to fight the rest of the cheetahs.
- Template:List of item attributes has 12 uses and is missing 39 translations
- Line 55: Attrib_AltFire_Disabled
- Line 107: Attrib_Scattergun_NoReloadSingle
- Line 292: Attrib_SoldierBuffType
- Line 294: Attrib_Dmg_Falloff_Increased
- Line 305: Attrib_DemoBuffType
- Line 386: Attrib_Socket
- Line 423: Attrib_DisguiseDamageReduction
- Line 465: Attrib_DuelLoserAccountID
- Line 506: Attrib_ElevateQuality
- Line 580: Attrib_Knockback
- Line 591: Attrib_DecloakRate
- Line 793: Attrib_DeflectionSizeMultiplier
- Line 823: Attrib_MiniCritAirborneEnemiesDeploy
- Line 882: Attrib_MultipleSentries
- Line 925: Attrib_CenterFireProjectile
- Line 1012: Attrib_AlternateRocketEffect
- Line 1106: Attrib_SetIcicleKnifeMode
- Line 1138: Attrib_TauntSoundSuccess
- Line 1228: Attrib_RageGainOnAssists
- Line 1242: Attrib_AirBlastVerticalVulnerabilityMultipier
- Line 1380: Attrib_AutoFiresFullClipAllAtOnce
- Line 1394: Attrib_PlayerSkinOverride
- Line 1400: Attrib_Sapper_Voice_Pak
- Line 1402: Attrib_Sapper_Voice_Pak_Idle_Wait
- Line 1565: Attrib_AddHeadOnHit
- Line 1597: Attrib_TauntSoundSuccess
- Line 1599: Attrib_PhaseCloak
- Line 1601: Attrib_TauntSoundSuccess
- Line 1603: Attrib_PhaseCloak
- Line 1607: Attrib_RocketLaunchImpulse
- Line 1629: Attrib_BackHeadshot
- Line 1635: Attrib_AirJumpOnAttack
- Line 1676: Attrib_Class_Select_Override_VCD
- Line 1726: Attrib_AutoFiresFullClipNegative
- Line 1728: Attrib_AutoFiresWhenFull
- Line 1748: Attrib_ElevateQuality
- Line 1843: Attrib_DamageBlastPush
- Line 1877: Attrib_NoCloakFromAmmo
- Line 1901: Attrib_AirblastDestroyProjectile
- Template:List of companies has 9 uses and is missing 155 translations
- Line 82: Alpha Electric
- Line 92: Alto Elevators
- Line 102: Army Surplus General
- Line 119: Ball Fortress
- Line 151: Ballinger
- Line 172: Banana Bay Exports
- Line 182: Bayou Shipping
- Line 199: Beacon
- Line 209: Biggs
- Line 219: Binder's Popsicles
- Line 229: Binksi Logging
- Line 239: Binski Paper Co
- Line 249: Blue Mountain Pioneering
- Line 266: Builders League United
- Line 276: BLU Blast Complex
- Line 293: Brewery<br>(Blu Streak Beer)
- Line 310: BLU Co
- Line 328: BLU Freight & Shipping
- Line 345: BLU Industries Incorporated
- Line 355: Blue Corn Co.
- Line 372: BLU Steel
- Line 388: BLU Warehouse
- Line 397: Boggy Brook's
- Line 412: Turkeys
- Line 448: Brown Nugget Prospecting
- Line 457: Buckshot
- Line 472: Bullseye Bill's
- Line 499: Captain Dan's
- Line 521: Casali Shafting Co.
- Line 539: Cave Raiders
- Line 548: Cerveza Royale
- Line 563: Chaps Dry Goods
- Line 584: Charles Darling's Triassic Preserve
- Line 599: Chairman
- Line 614: Chemical Processing Facility
- Line 623: Clem's
- Line 632: Cliffe Rocks Inc.
- Line 650: Conagher Railroads
- Line 665: Conagher's Tool & Munitions
- Line 701: Conquistador Fried Giblets
- Line 716: Cornwell
- Line 734: Cracky Pop!
- Line 743: Crash Construction
- Line 758: Crummy's Burgers
- Line 767: Carmack Computers
- Line 773: References ''[[w:Doom (franchise)
- Line 780: Dalokohs
- Line 798: Dapper Cadaver
- Line 813: Darling Zoos
- Line 828: Der Architect
- Line 837: Discount Alchemist
- Line 858: Diedrich's Discount Delicatessen
- Line 867: Doctor Wilson's Auto-Borax
- Line 882: Driller
- Line 918: Elliphany Electric Trains
- Line 933: Ellis' Crawdads
- Line 948: Emmerich's
- Line 963: Finest Hour Ale House
- Line 978: Freeman Airboat Tours
- Line 996: Freyja's Sushi
- Line 1011: FGD Luxury Automobiles
- Line 1017: Refers to who created various assets for the map including the cars in the showroom and the ice resurfacer.
- Line 1024: General Industries Co.
- Line 1033: Gilded Gold
- Line 1048: Gold Medal
- Line 1066: Goldbloom Tropical Flora Export
- Line 1081: Goldstream Fuel Co.
- Line 1090: Gray Gravel Co.
- Line 1105: Green Valley Post
- Line 1114: Griffivore Banana Co.
- Line 1129: Hammond's Amber Mining Co.
- Line 1144: Hampshire's Heavy Lifting Equipment
- Line 1160: Handy Hoe
- Line 1169: Happy Farmers Cooperative
- Line 1184: Happy Farmers Cooperative
- Line 1217: Humboldt's Pharmacy
- Line 1232: Humboldt Sauermilch Molkerei GMBH
- Line 1247: Hurg Spaceship Parts
- Line 1256: Husky Acres
- Line 1265: Icarus Airliners
- Line 1295: Imperial Mining
- Line 1311: Industrial
- Line 1332: Jenkin Coal Co.
- Line 1341: Jimi Jam
- Line 1356: Jobbs Orchards
- Line 1380: Klintz Hocks
- Line 1395: Lucky Plucker
- Line 1404: Lumpy Bros
- Line 1407: Butter for Less
- Line 1416: Mannhattan Used Fireworks
- Line 1425: Mann Co.
- Line 1431: Mann Co.
- Line 1447: Menschnapps
- Line 1452: Mann Co.
- Line 1459: Mann Co.
- Line 1470: Mann Co.
- Line 1483: Sleepy Dog
- Line 1504: McJohn Power
- Line 1538: Mann Co.
- Line 1551: Neal's Bananaland Ice Cream
- Line 1566: Newell and Sons
- Line 1590: Newell & Sons Steam Delivering
- Line 1598: NJ Productions
- Line 1613: Nile Archaeo
- Line 1628: Northern Express
- Line 1643: Odessa Mining Logistics
- Line 1651: Old Geezer
- Line 1669: Otto's Cafe
- Line 1690: Poco Coop
- Line 1705: Pinkerpaw Packaging
- Line 1714: Piper & Piper Pipeworks Inc.
- Line 1723: Primaprime
- Line 1774: Reliable Excavation Demolition
- Line 1783: Red Bread
- Line 1804: Red Forest Fur Company
- Line 1819: Red Ind. Trading
- Line 1828: Red Industries Unincorporated
- Line 1837: RED Iron
- Line 1852: RED Iron Works
- Line 1867: Red Planet Chemicals
- Line 1884: Red Raiders
- Line 1901: Red Shed
- Line 1905: Red Shed Whiskey
- Line 1909: Red Shed Beer
- Line 1919: Red Valley Mining
- Line 1929: Redstone Cargo
- Line 1947: Regal Plumbing Supplies
- Line 1965: Rio Grande Coal Co.
- Line 1982: Rolling Stone Mining Logistics
- Line 1992: Sanders BBQ
- Line 2012: Sapper Sour Candy
- Line 2028: Schucker & Sons
- Line 2038: Scoot's Canoe
- Line 2058: Sea Side Exports
- Line 2075: (Seed)
- Line 2092: Shifty's Quick Shot
- Line 2109: Shiny's Bullion
- Line 2126: (double-edged blades)
- Line 2143: Smart Fireworks
- Line 2160: Spawn-N-Go
- Line 2177: Strongarm Lifting
- Line 2187: Sunny Hay
- Line 2216: TF Industries
- Line 2250: Tree Feller 2 Million
- Line 2267: Trench Diggers FIRST UNION
- Line 2284: Tycho Corp Off-World Excavations
- Line 2294: Vier Augen Optical Co.
- Line 2311: Wade Canoes
- Line 2334: Wood Electric
- Line 2351: Wright Shipping
- Line 2387: Yeti Park
- Line 2404: YTI
- Line 2408: Institute for Research and Development.
- Line 2425: Yti-Hale Shipping
- Line 2442: Zippy Plow
- Template:Mannpower Powerups has 8 uses and is missing 41 translations
- Line 8: Usage
- Line 16: Usage when dominating
- Line 29: Strength<!--TF_Powerup_Strength-->
- Line 37: Double [[damage]] for all weapons (ignores the base 30% bonus damage for melee weapons);<br>Distance damage fall-off immunity;<br>Does not affect attacks that [[Critical hits
- Line 45: Damage bonus for all weapons reduced to 1.4x.
- Line 58: Resistance<!--TF_Powerup_Resist-->
- Line 66: Reduces incoming damage by 50%;<br>Immune to Plague;<br>Immune to Reflect;<br>Blocks [[backstab]]s.
- Line 74: Incoming damage reduction reduced to 35%.
- Line 87: Vampire<!--TF_Powerup_Vampire-->
- Line 95: All damage dealt is returned as health;<br>Overheal health diminishes almost instantly;<br>Flamethrowers and Miniguns return ~0.558x as much health; melee attacks return 1.25x as much;<br>25% damage resistance;<br>Max health increased by 80;<br>Immune to Reflect;<br>Blast weapon clip size increased by 50%.
- Line 103: Incoming damage reduction is gone;<br>Blast weapon clip increase is gone.
- Line 116: Reflect<!--TF_Powerup_Reflect-->
- Line 124: 80% of damage received is reflected back to the attacker (but damage reflected this way cannot kill the attacker);<br>Max health increased to 400;<br>100% of received [[Sentry Gun]] damage is reflected back to the Sentry Gun;<br>Pushback force to players who damaged the powerup carrier.
- Line 132: Max health reduced to 320;<br>Reflected damage reduced to 50%.
- Line 145: Haste<!--TF_Powerup_Haste-->
- Line 153: 2x firing speed;<br>4x reload speed;<br>2x [[Compression blast
- Line 161: Weapon fire rate increase reduced to 1.5x;<br>Weapon reload speed increase reduced to double.
- Line 174: Regeneration<!--TF_Powerup_Regen-->
- Line 182: Ammo and metal is fully refilled every 5 seconds;<br>Health is regenerated at a rate equal to the [[Mannpower#Health regeneration
- Line 190: Health regeneration is 70% of normal rate.
- Line 203: Precision<!--TF_Powerup_Precision-->
- Line 211: ;<br>Distance damage falloff immunity;<br>Sniper rifles have 2x scope speed and 3x charge speed, and do 2x more damage;<br>Rocket and grenade travel speed increased by 250%;<br>Blast weapon clip size increased by 50%;<br>Explosive projectiles have no radius damage falloff;<br>Immunity to self-blast damage.
- Line 219: Sniper scope speed reduced to 1.5x;<br>Sniper charge speed reduced to 2x;<br>Sniper Rifle damage increase reduced to 1.5x;<br>Blast weapon radius falloff is normal;<br>No blast weapon clip size increase.
- Line 232: Agility<!--TF_Powerup_Agility-->
- Line 240: Movement speed increased by 50%;<br>Grapple speed increase;<br>Jump height increased by 80%;<br>Immune to fall damage;<br>Instant weapon switch;<br>Reduced grapple movement speed bonus when carrying the intelligence.
- Line 248: No changes when dominating.
- Line 261: Knockout<!--TF_Powerup_Knockout-->
- Line 269: Restricts the carrier to melee and Grappling Hook only;<br>Max health increased depending on the class:
- Line 319: Melee damage increase reduced to 1.4x.
- Line 332: King<!--TF_Powerup_King-->
- Line 340: Max health increased by 100;<br>Firing and reload speed increased by ~16.7%;<br>Sniper rifles have 1.5x scope speed and charge speed;<br>50% increase in ÜberCharge gain and heal rate;<br>Health is regenerated at a rate equal to 0.3x the [[Mannpower#Health regeneration
- Line 348: Max health increase reduced to 20.
- Line 361: Plague<!--TF_Powerup_Plague-->
- Line 369: Increased health kit collection range (600 [[Hammer unit
- Line 377: Damage resistance to infected players reduced to 20%.
- Line 390: Supernova<!--TF_Powerup_Supernova-->
- Line 398: Discharge your supernova attack (grapple alt-fire) to stun visible enemies in a 1500HU radius for up to 4 seconds;<br>Requires full Powerup meter;<br>Powerup meter fills over time (1%/0.3s; 30s to full charge) and by dealing damage (1%/4hp; 400hp to full charge);<br>Stunned enemies drop the intelligence and their Powerups and are pushed away from the Supernova attacker;<br>Powerups dropped in this way are coloured in the supernova user's colour;<br>Once discharged, the Supernova powerup disappears and respawns;<br>When the Powerup meter is full, enemies glow when in range, including disguised Spies.
- Line 406: No changes when dominating.
- Line 419: Revenge<!--TF_Powerupvolume_Available-->
- Line 427: Temporary full crit power for 30 seconds;<br>Temporary 2x damage to buildings for 30 seconds;<br>Activates and spawns when a significant game imbalance is detected.
- Line 435: No changes when dominating.
- Template:Expired community medal list has 7 uses and is missing 15 translations
- Line 585: Awarded to players who cleared at least 5 intermediate or expert difficulty missions during the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem event.
- Line 591: Awarded to players who cleared at least 8 advanced or expert difficulty missions during the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem event.
- Line 597: Awarded to players who donated US$5.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 603: Awarded to players who donated US$15.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 609: Awarded to players who donated US$25.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 843: Awarded to content creators who submitted content that was accepted into the Potato MvM Memes vs Machines event.<br><br>Also awarded to content creators who submitted content that was accepted into the Potato MvM Mashed Mediocrity event, as well as Mashed Mediocrity event helpers.
- Line 1020: Awarded to players who cleared at least 6 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance event.
- Line 1026: Awarded to players who cleared at least 12 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance event.
- Line 1032: Awarded to players who donated US$5.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance charity drive, through either [https://scrap.tf/fundraiser/PJUN24 item] or [https://tiltify.com/@potatomvm/operation-osmium-ordinance/ monetary] donations.
- Line 1038: Awarded to players who donated US$15.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance charity drive, through either [https://scrap.tf/fundraiser/PJUN24 item] or [https://tiltify.com/@potatomvm/operation-osmium-ordinance/ monetary] donations.
- Line 1045: Awarded to players who cleared at least 7 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Ghoulish Gambit event.
- Line 1051: Awarded to players who cleared at least 15 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Ghoulish Gambit event.
- Line 1057: Awarded to players who donated US$5.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Ghoulish Gambit charity drive, through either [https://scrap.tf/fundraiser/PNOV24 item] or [https://tiltify.com/@potatomvm/operation-ghoulish-gambit/ monetary] donations.
- Line 1063: Awarded to players who donated US$15.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Ghoulish Gambit charity drive, through either [https://scrap.tf/fundraiser/PNOV24 item] or [https://tiltify.com/@potatomvm/operation-ghoulish-gambit/ monetary] donations.
- Line 1069: Awarded to players who donated US$35.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Ghoulish Gambit charity drive, through either [https://scrap.tf/fundraiser/PNOV24 item] or [https://tiltify.com/@potatomvm/operation-ghoulish-gambit/ monetary] donations.
- Template:Operation Osmium Ordinance missions has 7 uses and is missing 52 translations
- Line 8: Oilrig
- Line 11: Offshore Onslaught
- Line 17: Robotfactory
- Line 20: Industrial Injection
- Line 27: Calendartillery
- Line 33: Scallops
- Line 36: Scaling Somersault
- Line 42: Scrapyard
- Line 45: Midnight Recycled
- Line 50: Waterfront
- Line 53: H2 Oh No
- Line 58: Watermine
- Line 61: Hydrophobia
- Line 76: Area 52
- Line 79: Complex Chaos
- Line 85: Bogland
- Line 88: Swamp Fever
- Line 94: Bog Business
- Line 100: Downpour
- Line 103: Wet Wreckage
- Line 109: Flowerfield
- Line 112: Flamingo Flame
- Line 118: Hideout
- Line 121: Korpoelec Invasion
- Line 127: Lotus
- Line 130: Mud
- Line 136: Mansion
- Line 139: Property Inspection
- Line 145: Robotfactory
- Line 148: Frantic Flood
- Line 154: Short Circuit Execution
- Line 160: Saxford
- Line 163: Grim Memorial
- Line 169: Scallops
- Line 172: Scallywag
- Line 177: Spacepost
- Line 180: Spatial Impasse
- Line 186: Waterfront
- Line 189: Unescapable Undine
- Line 197
- Line 210: Brugge
- Line 213: Netherite Navy <!-- Note: Netherite is an item in Minecraft, the translation from that game may be helpful here -->
- Line 219: Derelict
- Line 222: Deaths Door
- Line 228: Robotfactory
- Line 231: Enduring Exceptions
- Line 238: Germanium Gearbox
- Line 244: Scallops
- Line 247: Seafood Slaughter
- Line 253: What The Scallop
- Line 259: Watermine
- Line 262: Electrolysis
- Template:Enforcer bypassed resistances has 6 uses and is missing 13 translations
- Line 2: Resistances that are pierced
- Line 10: Resistances that are not pierced
- Line 19: [[Vaccinator]]'s 10% bullet resistance and 75% bullet resistance from an ÜberCharge.
- Line 26: [[Mannpower]]'s 50% damage resistance from the Resistance [[Mannpower#Powerups
- Line 36: The 66% damage resistance gained by [[Wrangler
- Line 43: The 33% damage resistance gained by [[Sapper
- Line 53: The 35% damage resistance from the [[Battalion's Backup]]'s rage.
- Line 60: The Critical hit immunity from the Battalion's Backup's rage.
- Line 70: The 20% damage resistance gained by [[Heavy
- Line 79: The 40% damage resistance from the [[Fists of Steel]].
- Line 88: The 20% resistance from a Spy's [[Cloak
- Line 97: The initial 75% resistance upon triggering the [[Dead Ringer]].<br>The 65% damage resistances gained for 3 seconds after activation.
- Line 106: Resistances that are not pierced are considered to be bugged and not intentional.
- Template:Mvm mission Cash Out Crash Out has 5 uses and is missing 1 translation
- Line 108
- Template:Mvm mission Extended Deadline has 5 uses and is missing 19 translations
- Line 229
- Line 235
- Line 241
- Line 247
- Line 269
- Line 275
- Line 298
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- Line 378
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- Template:Necromantic Nonsense stats change has 5 uses and is missing 30 translations
- Line 3: New Stats/Stats Change
- Line 9: -15% damage taken<br> -30% damage taken from melee
- Line 15: -20% damage taken from melee
- Line 21: 100% critical hit chance
- Line 27: Crit when normally mini-crits
- Line 33: On Hit: Bleed for 20 seconds<br> On Miss: Hit yourself, idiot.
- Line 39: +75 max health
- Line 45: +150 max health<br> +10 health regenerated per second on wearer<br> Immune to the effects of Mad Milk and Jarate<br> Wearer immune to fall damage
- Line 51: +15% damage resistance on wearer<br> +50% damage resistance to melee<br> +25% damage resistance to ranged
- Line 57: +50% damage bonus
- Line 63: +50% damage bonus<br> Gain crit boost when below 60% health
- Line 69: Gain crit boost when below 75% health
- Line 75: Shoots mini-sentry which self-destruct after 8 seconds<br> 320% slower fire rate
- Line 81: On Hit: Bleed for 4 seeconds<br> Melee attack hits multiple enemies
- Line 87: Melee attack hits multiple enemies<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> 50% slower firing speed
- Line 93: Melee attack hits multiple enemies
- Line 99: 100% critical hits from behind<br> On Hit: Gain a speed boost for 3 seconds<br> +25% faster firing speed
- Line 105: Caber regenerates on hit<br> 25% chance to bleed and stun enemies for 2 seconds<br> 50% slower firing speed<br> -99% self damage push force
- Line 111: +25% damage resistance on wearer<br> Maximum health is drained while item is active<br> On Hit: Gain a speed boost
- Line 117: <br>
- Line 123: <br>
- Line 129: <br>
- Line 135: On hit: 50% chance to apply healing effect to all nearby teammates for 24 HP<br> Maximum health is drained while item is active (Drain down to 100 health)
- Line 141: +50% faster firing speed<br> +30% movement speed
- Line 147: +30% faster firing speed<br> +10 health regenerated per second on wearer
- Line 153: +50% damage bonus<br> -50% slower firing speed
- Line 159: On Hit: Bleed for 10 seconds<br> -10 max health on wearer
- Line 165: On Hit: Applies a healing effect to all nearby teammates for 24 HP<br> +100 max health on wearer<br> +10% damage resistance on wearer<br> 75% damage from melee sources while active
- Line 171: 60% faster weapon switch<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> -98.5% damage penalty
- Line 177: +100% buff duration<br> +25% rage gained on hit<br> +50% banner radius
- Template:Perks perk table has 5 uses and is missing 19 translations
- Line 1: Perks
- Line 10: Perk
- Line 35: +50% reserve ammo and ammo and metal regeneration
- Line 59: On kill, grants 2 seconds of Mini-Crits
- Line 84: On round start, grants 15 seconds of invisibility<br>Attacking before the 15 seconds ends it prematurely
- Line 108: Mini-Crits become full Critical hits
- Line 130: +40% extra healing gained from all healing sources
- Line 154: On death, summons a friendly Skeleton
- Line 178: +10% movement speed
- Line 203: On death, the killer is Marked For Death for 6 seconds
- Line 227: Double melee damage
- Line 234: Patience
- Line 239: Grants up to 7 health per second
- Line 262: +50% projectile speed and reduced spread
- Line 286: +15% firing, reloading, and weapon switching speed
- Line 310: +10% damage resistance
- Line 334: On kill, reveals the three closest enemies for 5 seconds
- Line 357: Once per round, players can be revived by a Medic
- Line 381: When the Control Point unlocks, +1 capture rate and +20% damage resistance
- Template:Custom maps table has 4 uses and is missing 16 translations
- Line 101: Attack/Defend (custom)
- Line 137: Symmetric
- Line 163: Cambodian (modified Egypt)
- Line 197: Attack/Defend
- Line 321: Swamp
- Line 329: Factory
- Line 343: Underground culvert
- Line 357: Forest
- Line 363: Random
- Line 415: Town
- Line 439: Tropical
- Line 457: Aztec
- Line 545: Canyon
- Line 617: Village
- Line 693: Tropical Island
- Line 699: Paleontological dig
- Template:List of underworlds has 4 uses and is missing 19 translations
- Line 28: Contains
- Line 35: On Entrance
- Line 42: On Exit
- Line 105: All players are stunned and must race to a large pile of cash, the first player to reach it deciding the winning team of the match.
- Line 169: All players are placed in Bumper Cars.<br>The winning team is decided by the last team with at least one living player.
- Line 189: All players are placed in Bumper Cars.<br>The winning team is decided by whichever team collects 200 Ducks, or the last team with at least one living player.
- Line 209: All players are placed in Bumper Cars.<br>The winning team is decided by whichever team scores 3 goals (1 in Sudden Death), or the last team with at least one living player.
- Line 258: Players can only use [[melee]] weapons and have an endless speed boost while in the underworld.<br>Underworld layout is procedurally generated.
- Line 375: Health drain only applies while portal is closed.
- Line 445: All players are placed in Bumper Cars.<br>The winning team is decided by whoever races to the end first, or the last team with at least one living player.
- Line 490: Health drain only applies after lingering for too long.
- Line 514: Health drain only applies after lingering for too long.
- Line 538: All players are forced into third-person view and can only use melee weapons.<br>The winning team is decided by the last team with at least one living player.
- Line 588: Being inside after the entrance portal closes gives the player a bomb head, which explodes shortly after and kills them.
- Line 660: Health drain only applies while portal is closed.<br>Grants the [[Mannpower#Powerups
- Line 688: Underworld is a 3v3 arena.<br>The team that wins the 3v3 grants guaranteed Critical Hits for themselves and the rest of the team.<br>If there are not enough players to begin a 3v3 when the timer runs out, anyone present in the underworld is teleported out and given a speed boost.
- Line 782: Also grants increased jump height upon exit.
- Line 830: The secret exit also applies the buff.
- Line 907: Environmental hazards do not include [[Environmental death#Pitfalls
- Template:Mvm Mecha Engine missions has 4 uses and is missing 1 translation
- Line 13: Notable Robots
- Template:Mvm mission Short Circuit has 4 uses and is missing 128 translations
- Line 20: "
- Line 20: "
- Line 20: Minicrits become crits
- Line 20: The
- Line 53: "
- Line 53: "
- Line 53: On Hit: Bleed for
- Line 53: seconds
- Line 58: "
- Line 58: "
- Line 92: "
- Line 92: "
- Line 94: "
- Line 94: "
- Line 100: "
- Line 100: "
- Line 100: On Hit: Bleed for
- Line 100: seconds
- Line 115: "
- Line 115: "
- Line 120: "
- Line 120: "
- Line 120: resistance to bullets (passive)
- Line 120: resistance to bullets (shield bubble)
- Line 120: has
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- Line 128: resistance to explosions (passive)
- Line 128: resistance to explosions (shield bubble)
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- Line 132: 20,000
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- Line 139: On Hit: Bleed for
- Line 139: seconds
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- Line 190: Spawn at
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- Line 209: bullets per shot
- Line 214: "
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- Line 233: Projectile penetration
- Line 233: flame size
- Line 233: afterburn duration
- Line 238: Type
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- Line 238: Spawn at
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- Line 358: "
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- Line 368: seconds
- Line 376: "
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- Line 381: "
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- Line 381: resistance to bullets (passive)
- Line 381: resistance to bullets (shield bubble)
- Line 381: has
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- Template:Mvm mission Stacked Deck has 4 uses and is missing 2 translations
- Line 272
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- Template:Operation Ghoulish Gambit missions has 4 uses and is missing 65 translations
- Line 8: Butcher
- Line 12: Malpractice
- Line 19: Creepside
- Line 23: Midnight Massacre
- Line 30: Decay
- Line 34: Night Errors
- Line 41: Legerdemain
- Line 45: Legacy Heresy
- Line 52: Madhattan
- Line 56: Apoplexy
- Line 63: Nightsky
- Line 67: Night of Fire
- Line 73: Skeleclipse
- Line 77: Twilight of Terror
- Line 84: Sludge
- Line 88: Logging Dreadwood
- Line 94: Underworld
- Line 98: Astral Projection
- Line 113: Bloodmoon
- Line 117: Sed De Sangre
- Line 124: Spooky Spiral
- Line 131: Boogge
- Line 135: Boneyard Shift
- Line 142: Night Of The Living Bread
- Line 149: Butcher
- Line 153: Meat Grinder
- Line 160: Creepside
- Line 164: Catastrophic Conjuring
- Line 171: Dust to Dust
- Line 178: Decompose
- Line 182: Deprecated Designs
- Line 189: Heatrock
- Line 193: Heated Argument
- Line 200: Outlands
- Line 204: Hectic Haywire
- Line 211: Rancher
- Line 215: Contact
- Line 221: Skeleclipse
- Line 225: Vicious Delicious
- Line 232: Swirl Event
- Line 236: Sordid Scene
- Line 243: Terrorlict
- Line 247: Accursed Aggrievocation
- Line 253: Underworld
- Line 257: Undead Dread
- Line 264: Villa
- Line 268: Forgotten
- Line 284: Meltdown
- Line 288: Lights Out
- Line 295: Memorial
- Line 299: Necropolis
- Line 305: Null
- Line 309: 0
- Line 316: Whitecliff Event
- Line 320: Light Up The Night
- Line 335: Bloodlust
- Line 339: Reanimation
- Line 345: Metro
- Line 349: Baleful Bonanza
- Line 363: Condemned
- Line 367: Trespasser Remaster
- Line 373: Redridge
- Line 377: Red Ridge
- Line 383: Terrorlict
- Line 387: Echoes Of A Warzone
- Template:Unusual effects has 4 uses and is missing 131 translations
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- Template:Weapon list (Classic) has 4 uses and is missing 55 translations
- Line 9: Slot 1 Weapons
- Line 17: HUD icon
- Line 39: Infection
- Line 52: Instant kill
- Line 72: Slot 2 Weapons
- Line 80: HUD icon
- Line 97: Shells
- Line 116: Shells
- Line 124: Varies
- Line 134: Shells
- Line 147: Nails
- Line 158: Slot 3 Weapons
- Line 166: HUD icon
- Line 183: Shells
- Line 196: Shells
- Line 212: Slot 4 Weapons
- Line 220: HUD icon
- Line 237: Nails
- Line 253: Rockets
- Line 266: Nails
- Line 279: Cells
- Line 292: Slot 5 Weapons
- Line 300: HUD icon
- Line 317: Rockets
- Line 325: Varies
- Line 335: Rockets
- Line 348: Shells
- Line 361: Rockets
- Line 372: Primary Grenades
- Line 385: Varies
- Line 392: Deals massive damage on a four second fuse.
- Line 402: Causes leg injury which slows down enemies.
- Line 410: Secondary Grenades
- Line 425: Releases nails for a short while before detonation.
- Line 435: Splits into multiple grenades upon detonation, which detonate shortly afterward.
- Line 445: Deals no damage, but causes considerable [[knockback]] and disorientation.
- Line 455: Ignites environment and enemies within blast radius for a limited amount of time upon explosion.
- Line 465: Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
- Line 473: Varies
- Line 480: Detonates all of the ammo an enemy is holding.
- Line 488: Special
- Line 500: Detpack
- Line 506: Instant kill
- Line 513: Deals massive damage on a 5, 20, or 50 second fuse. Can destroy designated parts of certain maps.
- Line 521: Cut weapons
- Line 534: presumed no ammo
- Line 540: presumed all classes
- Line 546: Weapon from the ''[[Team Fortress]]'' mod. Was not added in the end. It was added in ''[[Team Fortress 2]]'' for the [[Mannpower]] game mode.
- Line 554: presumed no ammo
- Line 561: The medkit's alternate fire, before it and the medkit were merged into one weapon.
- Line 568: [https://web.archive.org/web/20061017223437/http://www.planetfortress.com/features/interviews/teleporter/ PlanetFortress], Teleporters Return
- Line 574: Cells
- Line 581: Spy-detecting weapon from the ''[[Team Fortress]]'' mod. Ultimately not added.
- Line 589: Grenade
- Line 596: The Sniper's secondary grenade. Cut for unknown reasons.
- Template:Mvm Two Cities missions has 3 uses and is missing 3 translations
- Line 3: Operation Two Cities missions
- Line 12: Notable Robots
- Line 25: [[Soldier Robot#Chief Blast Soldier
- Template:Mvm loot Two Cities has 3 uses and is missing 10 translations
- Line 3: Operation Two Cities loot
- Line 14: Guaranteed loot
- Line 29: Item from the random drop pool
- Line 34: At least 5 random common [[Robot Parts]]
- Line 41: Rare loot
- Line 51: Rare Robot Part
- Line 57: Upon tour<br>completion
- Line 62: Guaranteed loot
- Line 73: Rare loot
- Line 86: Only upon completion of the first mission of the first tour, or upon completion of the first mission of the first tour after deleting the item. Deleting the item resets the tour count.
- Template:Mvm mission Alpine Skylines has 3 uses and is missing 33 translations
- Line 68: Robot prefer going after player
- Line 102: Play sound when subwave start spawning
- Line 105: Spawn from behind player
- Line 117: Play sound when subwave start spawning
- Line 120: Spawn from behind player
- Line 145: Spawn from behind player
- Line 183: Tank use blimp model
- Line 186: Tank floats in mid-air
- Line 215: faster firing speed
- Line 218: faster reload speed
- Line 251: fire resistance
- Line 314: damage bonus
- Line 317: faster firing speed
- Line 320: faster reload speed
- Line 323: Lose 200 HP per second
- Line 331: Immune to bullet damage
- Line 338: damage bonus
- Line 341: faster firing speed
- Line 344: faster reload speed
- Line 347: Lose 200 HP per second
- Line 355: Immune to fire damage
- Line 362: damage bonus
- Line 365: faster firing speed
- Line 368: faster reload speed
- Line 371: Lose 100 HP per second
- Line 379: Immune to blast damage
- Line 401: Robot self-destuct when near player
- Line 475: Tank use blimp model
- Line 478: Tank floats in mid-air
- Line 481: Tank is fireproof
- Line 524: Spawn from upper level
- Line 532: Spawn from lower level
- Line 585: mini-crit chance
- Template:Mvm mission Spyware Shipping has 3 uses and is missing 25 translations
- Line 94: Play sound when subwave begins
- Line 97: Play sound when subwave starts spawning
- Line 100: Tank spawns near gate spawn
- Line 169: Play sound when subwave begins
- Line 172: Play sound when subwave starts spawning
- Line 175: Always spawn at gate
- Line 188: Play sound when subwave starts spawning
- Line 191: Always spawn at gate
- Line 204: Play sound when subwave starts spawning
- Line 207: Play sound when subwave is over
- Line 210: Always spawn at gate
- Line 250: Close gate door when subwave begins
- Line 421: Play sound when subwave begins
- Line 435: Play sound when subwave starts spawning
- Line 439: Play sound when subwave finished spawning
- Line 449: Play sound when subwave starts spawning
- Line 453: Play sound when subwave finished spawning
- Line 463: Play sound when subwave starts spawning
- Line 467: Play sound when subwave finished spawning
- Line 477: Play sound when subwave starts spawning
- Line 481: Play sound when subwave is over
- Line 550: Bot does not leave spawn
- Line 554: Play sound when subwave begins
- Line 558: Play sound when subwave start spawning
- Line 562: Play sound when subwave finished spawning
- Template:Mvm mission fallout frenzy has 3 uses and is missing 34 translations
- Line 24: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 33: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 45: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 66: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 88: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 100: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 109: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 118: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 141: Wave begins after 2C-2 wave has finished spawning
- Line 168: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 180: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 192: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 208: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 243: Wave begins after 4A-1 wave is all dead
- Line 252: Wave begins after 4A-2 wave is all dead
- Line 261: Wave begins after 4A-3 wave is all dead
- Line 273: Wave begins after 4B-3 has finished spawning
- Line 285: Wave begins after 4C wave is all dead
- Line 307: Wave begins after 4D wave is all dead
- Line 322: Wave begins after 4D wave is all dead
- Line 330: Wave begins after 4D wave is all dead
- Line 338: Wave begins after 4E wave is all dead
- Line 369: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 381: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 393: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 405: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 423: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 457: Wave begins after 6A-1 is all dead
- Line 473: Wave begins after 6A-2 has finished spawning
- Line 487: Wave begins after 6B-1 is all dead
- Line 503: Wave begins after 6B-2 has finished spawning
- Line 519: Wave begins after 6C-1 and 6C-2 wave is all dead
- Line 530: Wave begins after 6A-1 wave is all dead
- Line 545: Wave begins after 6A-1 wave is all dead
- Template:Reference pose list has 3 uses and is missing 21 translations
- Line 4: Method
- Line 11: Equip and switch to the [[Flying Guillotine]], [[Mad Milk]], or [[Bonk! Atomic Punch]]. Walk outside of your spawn room and type in the [[console]]. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 19: Equip and switch to the [[Beggar's Bazooka]]. Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped Beggar's Bazooka. Switch to it and empty its ammo by holding down primary fire. The last rocket cannot be a misfire. While still holding down primary fire, pick up the dropped Beggar's Bazooka. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 25: By equipping the [[Cow Mangler 5000]] and the [[Mantreads]], then rocket jumping high enough to take fall damage, you may occasionally switch to the reference pose until you land on either the ground or another player.
- Line 31: You can use any of the three [[banner]]s and the [[B.A.S.E. Jumper]] to enter the reference pose. Equip any of the banners, then charge them up by damaging another player; once charged, go into your loadout and equip the B.A.S.E. Jumper. Once done, use the banner by holding down primary fire. Now return to the spawn and simply walk into the [[Resupply Cabinet]]. You are now in the reference pose indicated by a bugged viewmodel.
- Line 36: You will not have the effects of the banner you are using, but you can use the B.A.S.E. Jumper's parachute.
- Line 44: Equip and switch to any primary that can [[Compression blast
- Line 50: [[Zombie Infection]] only
- Line 54: If you use the [[Thermal Thruster]] just as you get turned into the first Zombie, you enter the reference pose.
- Line 62: Equip the [[B.A.S.E. Jumper]] and any non-shield secondary. With your secondary weapon out, switch to any shield and refresh your loadout by either swapping the weapons in spawn or touching the Resupply cabinet. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 67: You will not be able to charge with your shield while in the reference pose, but you can use the B.A.S.E. Jumper's parachute.
- Line 75: Equip and switch to any primary (the [[Huo-Long Heater]] is recommended due to its increased ammo consumption rate). Type in the console. When you respawn, quickly go back to your dropped primary. Empty your current weapon by holding primary fire. While still holding down primary fire, pick up the weapon you dropped when you died. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 81: Zombie Infection only
- Line 85: If you unrev your primary just as you get turned into the first Zombie, you will enter the reference pose.
- Line 92: Equip and switch to the [[Jarate]]. Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 99: While playing any class, find a friendly Engineer's Dispenser. Get close to their Dispenser and type in console.<br>After respawning, run over and pick up your recently dropped weapon to reset its disappear timer. Try to pick it up while ''standing'' in the Dispenser (easier to do if the Dispenser is up against a wall).
- Line 105: [[Versus Saxton Hale]] only
- Line 109: While in Setup time, use the command and then select the class you were playing as to enter the reference pose.
- Line 115: [[Mann vs. Machine]] only
- Line 119: While playing as any class, equip a weapon that you can taunt with. Walk outside of the spawn room and equip a different weapon that you can also taunt with. Go back into the spawn room and make sure you have enough money left for an upgrade. While holding the item, go towards the [[Upgrade Station]] then taunt. While the taunt is playing, get an upgrade. When you get out of the Upgrade Station, you are in the reference pose as indicated by the bugged viewmodel.
- Line 124: If done with a consumable, you can only equip a similar consumable (e.g. if you equip a [[Sandvich]], you have to equip another food item).
- Template:Trade Offer errors has 3 uses and is missing 22 translations
- Line 2: Steam trade offer errors
- Line 10: Error code<br>Internal name
- Line 17: Encountered when
- Line 24: Explanation
- Line 33: Sending, accepting, declining, or cancelling trade offers.
- Line 40: Generic failure, shown if a more specific error could not be determined.
- Line 49: Sending, accepting, declining, or cancelling trade offers.
- Line 56: The trade offer is in an "invalid state" and cannot be acted upon. Often requires a new trade offer to be sent.
- Line 65: Sending, accepting, declining, or cancelling trade offers.
- Line 72: The trade offer cannot be send or accepted due to you being unable to trade with the other user.<br>Possibly also caused by an invalid trade token (when using a trade offer URL).<br>The other user is unable to send or receive one of the items in the trade (due to a [[VAC]] ban or having a full inventory).
- Line 81: Sending, accepting, declining, or cancelling trade offers.
- Line 88: Steam's trade offer server took too long to reply. It is possible the trade offer succeeded anyway.
- Line 97: Sending, accepting, declining, or cancelling trade offers.
- Line 104: The trade offer service is currently unavailable.
- Line 113: Sending, accepting, declining, or cancelling trade offers.
- Line 120: You are over your limit of active trade offers (including those that require confirmation, but does not include those in escrow).<br>Users are limited to 5 offers to a single recipient, or 30 active offers total.<br>If this error occurs when accepting a trade offer, one of the items in the trade may exceed your inventory for that game.
- Line 129: Sending, accepting, declining, or cancelling trade offers.
- Line 136: One or more of the items in the trade offer does not exist in the inventory anymore. Also used for revoked guest passes.
- Line 145: Accepting trade offers.
- Line 152: Trade offer has already been accepted, also used for guest passes that have already been redeemed.
- Line 161: Sending trade offers.
- Line 168: Trade offer cannot be send because you have recently changed your Steam username.
- Template:Mvm mission Homestead Happenings has 2 uses and is missing 14 translations
- Line 21: The
- Line 94: The
- Line 101: The
- Line 132: The
- Line 145: The
- Line 168: The
- Line 177: The
- Line 235: The
- Line 241: The
- Line 278: The
- Line 388: The
- Line 420: The
- Line 439
- Line 483: The
- Template:Ocean Commotion stats change has 2 uses and is missing 22 translations
- Line 3: New Stats/Stats Change
- Line 9: '''The Sneeze Gun'''<br>
- Line 15: 20% less accurate
- Line 21: '''The Battering Ram'''<br>
- Line 27: <br>
- Line 33: '''The Flame Jumper'''<br><br>
- Line 39: '''The Conductor'''<br><br>
- Line 45: No self blast damage taken
- Line 51: Shoots normal grenade
- Line 57: '''The [[Ludmila]]'''<br>
- Line 63: -20% damage resistance when below 50% health and spun up<br> -65% slower move speed while deployed
- Line 69
- Line 75: Per shot: -50 metal
- Line 81: '''The Laser Tag'''<br><br>
- Line 87: <br> -25 max health on wearer
- Line 93: <br> +200% faster taunt speed
- Line 99: '''The [[Repair Node]]'''<br>
- Line 105: On Hit: 12.5% ÜberCharge added
- Line 111: +2 arrows per shot
- Line 117: -25% "Focus" duration
- Line 123
- Line 129
- Template:Water locations table has 2 uses and is missing 83 translations
- Line 4: List of maps with water
- Line 12: Water location
- Line 21: There is a large pool of deep water beneath the bridge in the center of the map. The sewers at each team's base contain shallow water as well.
- Line 30: Identical to the water on 2Fort.
- Line 39: There is a shallow puddle of water leading to the courtyard in both team's buildings.
- Line 47: On each side, inside both bases, there is deep water under the B point.
- Line 56: The map takes place on an island that is surrounded by water.
- Line 65: There is a large pool of water under the delivery point.<br>There is a small pool of water near the catwalk stairs.
- Line 73: On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the [[Respawn#Resupply
- Line 82: Identical water locations to the Arena version.
- Line 91: The entire map is surrounded by an ocean of deep water.
- Line 100: A large pool of water is seen near the robot spawn area, with a waterfall running into it. It is out of bounds, however.
- Line 109: There is a shallow pool of blood-colored water between the second and third checkpoints.
- Line 118: A river flows along the side of the map near the the first Control Point.
- Line 126: The helicopter and entrances to the caves are surrounded by shallow water.<br>A lake stretches across the edge of the map.<br>Between both spawns out-of-bounds is a pool of deep water (and a submarine).
- Line 134: A bay of deep water connected to the ocean resides under the central Control Point.
- Line 142: A river runs underneath 2 bridges near the final checkpoint.
- Line 151: There is a large puddle of water with floating chunks of ice around the base of control point C's tower.<br>Another large puddle of water with chunks of ice is found in front of the small shack near control point B and it continues into the cave.
- Line 160: The coastline surrounds the outdoor portions of the map. There is a large deadly body of water in the back of the BLU team's first spawn room.
- Line 169: There is a shallow pool of water under the bridge in the center of the map.
- Line 178: At the end of the cove is the sea, which can be partially entered. Additionally, when players enter Davy Jones' Locker, Jones has driven the water back from the shipwreck.<br>After a time Jones allows the swimable water to return, drowing players that do not leave it soon enough.
- Line 186: A waterfall flows into a large lake at the bottom of a gorge running along the side of the map.
- Line 194: There are flooded corridors and room at the bottom of the play-space.
- Line 202: There is a pool of water at the bottom of a gorge underneath a building.
- Line 210: There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
- Line 218: A pool of deep water is found beneath the drop hatches of the spawn rooms.
- Line 226: The ocean is below the start of the Payload track.<br>A small room contains a shallow hot spa.
- Line 233: A large body of water containing [[Loot Island]], separate from the main map. Falling in causes instant death.
- Line 241: Two large bodies of water connect from the exits of [[RED]] and [[BLU]]'s buildings under the main buildings to a small pool on the other side of the midpoint.<br>The water allows for flanking and an easy way around the trains.
- Line 249: The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
- Line 257: On the first stage there is a small lake behind a fence near the second control point.<br>On the second stage there is a large lake down below, behind BLU's spawn as well as one behind RED's spawn.<br>There is also a small body of water behind a fence near control point B. On the third stage a river runs through the map right outside of BLU's spawn.
- Line 265: A large body of water containing [[Skull Island]], separate from the main map. Falling in causes instant death.
- Line 273: Multiple small puddles surround the central building.
- Line 281: Leading into Control Point C is a sewer containing shallow water.<br>Out-of-bounds underneath BLU spawn is a pool of deep water.
- Line 288: There is a lake out-of-bounds behind the BLU team's initial spawn building.
- Line 296: One of the places the trains drive through has a bridge with a river underneath.<br>Another has a lake at the bottom of a canyon. Another is entirely underwater (only cosmetic).
- Line 304: There is shallow water in the Dam and Warehouse territories.
- Line 312: Underneath the capture point is a small stream of near-deep water. Further up the stream it becomes more shallow as it surrounds a statue.
- Line 319: Holes on the tracks drop players onto the crocodile-infested waters below the boardwalk. The whole map is set on a boardwalk.
- Line 327: In the center building next to the control point there is a small pool of deep water. A lake is next to the middle of the map.
- Line 335: A large ocean exists that surrounds the outer areas of the robot carrier tank (out of bounds).
- Line 343: A river runs underneath the bridge to Dracula's castle.
- Line 351: Next to both spawn rooms behind a fence are small pools of water.
- Line 359: The map takes place on an island in the middle of the ocean.
- Line 366: A lagoon surrounds the center control point areas.
- Line 374: There is a small stream of water just after point A.
- Line 382: The majority of the outdoor area is covered with water.
- Line 390: On stage 3, there is a very small pond of deep water in the center of the map under the cart tracks.
- Line 398: The ocean resides off the edge of the cliff near the second capture point.
- Line 405: There is a river along the right edges of the map near BLU's spawn.
- Line 412: There is an out-of-bounds lake behind the RED team's flag capture zone. There is an out-of-bounds pool of water near the overpass in the centre of the map.<br>There is a pool of water underneath the overpass in the middle of the map. There are two pools of water in the underground tunnels connecting to the vents.
- Line 420: There is a water wheel behind BLU's first spawn building that leads into a small stream that enters the spawn.<br>There is a shallow pool of water next to BLU's first spawn building.<br>There is a shallow pool of water near the final checkpoint.
- Line 428: A long canal of deep water runs through the center of the map underneath the first capture point. The indoor dockyard with the third capture point has deep water.<br>The map is surrounded by ocean, but the island cannot be circumnavigated.
- Line 436: On stage 3, the small canal beneath the cart tracks has deep water.
- Line 444: A small lake resides outside the map behind the final checkpoint. Another is in the clearing behind BLU Team's second spawn room.
- Line 452: The center of the map has a channel of deep water.
- Line 460: At the lower side of the map underneath the tall, large building, deep water can be found in the small alcove.
- Line 468: There are two lakes out-of-bounds next to roads. There is rushing water under the pipes next to the final control points.
- Line 476: At the left side of the spawn area, a large river of water can be found over a railing.
- Line 484: A long river flows out of a dam and runs along one side of the map.
- Line 492: A hose pours water into a large puddle at the bottom of a gorge running along the side of the map.
- Line 500: There is water in the fountain in the courtyard.
- Line 508: Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.<br>In the [[Sawmill (Capture the Flag)
- Line 516: The map takes place on a harbour connected to the sea.
- Line 524: The harbour area around the control point is full of instant-death shark-infested water. There are shark tanks in both spawn rooms.
- Line 532: There is a large lake out-of-bounds. There is a small pool of water connected to a waterfall in a cave. The water is alligator-infested and instantly kills mercenaries.
- Line 540: Water surrounds the play-space. A hallway next to the control point leads into a flooded tunnel. There is a beach with shallow water near the control point.<br>On both sides of the map, outside the spawn rooms there is a ramp with a shallow puddle.
- Line 548: On both sides of the map connected to the central building is drop-down to a flooded passageway.
- Line 556: Water surrounds the mothership at the final point's pitfall.
- Line 564: The map is surrounded by the ocean. There is a fountain near the start of the Payload track.<br>There is a circular pond, a pool on a balcony, and another fountain near the final checkpoint.
- Line 572: Shallow water surrounds the platform Point A is on.
- Line 580: The river surrounds the center control point (shallow water), and waterfalls off the edge of the cliff.
- Line 588: There is a miniature pond behind BLU's spawn room. There is a tub of steaming water inside BLU's spawn room.<br>There is a small pool of steaming water outside of BLU's spawn leading to control point A.<br>There is a river and multiple waterfalls next to and underneath control point A.<br>There is a lake of steaming water underneath control point B.<br>This lake connects to a large pool of boiling water surrounding and enveloping control point D.
- Line 596: There is an ocean outside the map.
- Line 604: First BLU spawn leads to small river (shallow water).
- Line 612: On stage 2, there is a small stream which has deep water right outside of the BLU spawn.
- Line 620: Small pools around the map.
- Line 628: There is a lake of water far out-of-bounds at the end of a large gorge.
- Line 636: There is an ocean behind BLU's initial spawn room. The map has canals of water running through it.
- Line 644: There are small ponds of deep water around the valley below the central tower.
- Line 652: The center of the map has a canal of deep water.
- Line 660: Deep water channels outside the teams' buildings consisting of underwater routes connecting each team's base building to the central train house building.<br>The [[Well (Capture the Flag)
- Line 668: There is a large lake with a boathouse.
- Template:Bot skill levels has 1 use and is missing 73 translations
- Line 2: Differences between bot skill levels
- Line 8: Skill
- Line 13: Skill level
- Line 20: Easy
- Line 25: Normal
- Line 30: Hard
- Line 35: Expert
- Line 41: Reaction time
- Line 50: Time until bot reacts to a player entering its field of view
- Line 56: Aiming interval
- Line 64: How often the bot adjusts their aim. Spies are always forced to Normal skill level
- Line 70: [[Grenade Launcher]]/[[Stickybomb Launcher]] aim
- Line 75: Vertical compensation:<br>Yes
- Line 80: Compensates based on . Will not compensate based on projectile speed. Will not compensate on [[Loose Cannon]] at all.
- Line 86: [[Huntsman]] aim
- Line 91: Vertical compensation:<br>No<br>Aims for headshot?<br>No
- Line 96: Vertical compensation:<br>Yes<br>Aims for headshot?<br>Only close range (150 [[Hammer unit]]s)
- Line 101: Vertical compensation:<br>Yes<br>Aims for headshot?<br>Always
- Line 106: Aims based on the [[console]] command
- Line 112: [[Rocket Launcher]] aim
- Line 117: Always aim at the enemy's center
- Line 122: Aims at the target's feet if they are closer than 150 Hammer units. Aims at head if closer than 150 Hammer units.
- Line 127: Bots with the [[Direct Hit]] or [[Cow Mangler 5000]] will always aim at the body
- Line 133: [[Sniper Rifle]] aim
- Line 137: Always aims for body
- Line 141: Aims between the head and center
- Line 145: Always aims for the head
- Line 151: Reacting to quiet weapons within a radius of 500 Hammer units
- Line 155: 10% chance
- Line 159: 30% chance
- Line 163: 60% chance
- Line 167: 90% chance
- Line 171: 100% chance up to 3000 Hammer units (based on ) for loud weapons. Quiet weapon radius based on
- Line 176: Will prioritize [[Medic]] over healing target?
- Line 181: 50% chance
- Line 188: Will consider Medics, [[Engineer]]s, and [[Sniper]]s beyond 500 Hammer units a threat?
- Line 194: Other enemies further than 500 Hammer units are considered lower priority threats
- Line 199: Dodging skills
- Line 203: Will never attempt to dodge
- Line 207: Will dodge when holding a damage-dealing weapon
- Line 211: Will never dodge if the bot is in a hurry, they are under the effect of any ÜberCharge, are taunting, are zoomed in as Sniper, are spun-up as Heavy, are charging up a Huntsman arrow. Additionally, Engineers will never attempt to dodge
- Line 216: Avoids running into enemies?
- Line 222: Usually only used by Spy bots to avoid bumping into enemies while cloaked
- Line 227: Chance to [[Compression blast
- Line 231: 0% chance
- Line 235: 50% chance
- Line 239: 90% chance
- Line 243: 100% chance
- Line 247: Used for both reflecting projectiles and pushing players away
- Line 252: [[Disguise]] choice
- Line 256: Random class
- Line 260: Random member of the enemy team's class
- Line 266: Disguise behavior
- Line 270: Looks towards enemy players when in view
- Line 274: Avoids looking at enemies
- Line 279: Attempts to [[backstab]]?
- Line 283: Will always attempt to backstab players, even if enemy is facing the bot
- Line 287: Only backstabs if the enemies are turned less than 45 degrees away
- Line 291: Only backstabs if the enemies are turned less than 78 degrees away
- Line 295: Only backstabs if a backstab is possible on the enemy
- Line 300: Will switch to secondary?
- Line 304: Never
- Line 308: [[Scout]]s switch away if primary is empty<br>[[Soldier]]s switch away if primary is empty and enemy is closer than 500 Hammer units<br>Snipers switch away if enemy is closer than 750 Hammer units<br>[[Pyro]]s switch away if enemies are further than 750 Hammer units, unless the enemy is a Soldier or [[Demoman]]
- Line 313: Retreats to reload?
- Line 319: Only if the bot's AI has no other input about retreating. Bots will never retreat to reload if they under the effect of an ÜberCharge
- Line 324: Chance to roam far away when defending control point?
- Line 328: 10% chance
- Line 332: 50% chance
- Line 336: 75% chance
- Line 340: 90% chance
- Line 344: Bots will only roam if there is enough time left on the clock (determined by )
- Line 349: Will attempt to block the capture of a control point?
- Line 358: A list of quiet weapons can be found below
- Template:TFBot quiet weapons list has 1 use and is missing 2 translations
- Line 2: List of quiet weapons
- Line 8: Weapon ID