Cheats
| “ | Cheatin' only gets ya so far.
Click to listen
— The Sniper on cheats
|
” |
There are a number of cheats players can use on servers set to sv_cheats 1. Cheats can be used for a variety of applications.
Unlike hacking or cheatingwhich is never allowedcheats 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 statisticsand achievements cannot be earned during that time. Items still randomly drop even if a server is set to sv_cheats 1.
sv_cheats 1 is not any form of external hacking or cheating. The usage of sv_cheats 1 does not result in a VAC ban against the user.
Contents
List of cheats
addcond
The addcond command applies a player condition to the user. The addcond command must be followed by a numbersuch as addcond 5. The duration of the condition can be set by following the command with a second numbersuch as addcond 5 10where 10 is the duration in seconds. The effects can usually be removed via removecond followed by the corresponding numberand bots can be given conditions by using bot_command with addcond.
Different numbers have different effects as listed below:
| ID | Description | Internal Name |
|---|---|---|
| 0 | Slowed (as in when revving Minigun or zooming in with Sniper Rifles). Places the player in their class's zoomed/revved pose (for classes without this animationthis uses the reference pose). | TF_COND_AIMING
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| 1 | Sniper Rifle zoom/scope. If applied whilst in third personthe player appears invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zoomingthe game crashes. | TF_COND_ZOOMED
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| 2 | Disguise smoke. | TF_COND_DISGUISING
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| 3 | Disguise donning. | TF_COND_DISGUISED
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| 4 | Cloak effect. Applying this effect as Spy initiates cloakingbut with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spythe player immediately uncloaks with no noise. | TF_COND_STEALTHED
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| 5 | Medi Gun invulnerability effect. Drops as soon as the user starts to receive continuous healing from a DispenserPayload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic's self-healing. | TF_COND_INVULNERABLE
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| 6 | Teleporter dust. | TF_COND_TELEPORTED
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| 7 | Intended to be taunting. Does nothing via addcondbut can be used with removecond to immediately stop taunting.
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TF_COND_TAUNTING
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| 8 | ÜberCharge expiration effectif the player is ÜberCharged. | TF_COND_INVULNERABLE_WEARINGOFF
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| 9 | Intended to be flickering effect if Cloaked. Removed immediately if added. | TF_COND_STEALTHED_BLINK
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| 10 | Intended to be condition for Teleporting. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up The Intelligence). | TF_COND_SELECTED_TO_TELEPORT
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| 11 | Crit boost (KritzkriegRevenge Crits). Drops under the same conditions as 5. | TF_COND_CRITBOOSTED
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| 12 | Intended to be a temporary damage buff. Does nothing. | TF_COND_TMPDAMAGEBONUS
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| 13 | Dead Ringer Cloak defense buffworks with any watch as Spy. Automatically adds condition 4. | TF_COND_FEIGN_DEATH
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| 14 | Player does not take damage (except for instant deaths)cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch. | TF_COND_PHASE
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| 15 | Intended to be the Stunned effectbut simply adds the slowing effect icon in the HUD without any change to movement speed. Can be used with removecond to remove a stun.
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TF_COND_STUNNED
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| 16 | Buff Banner Mini-Crit boost effect. | TF_COND_OFFENSEBUFF
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| 17 | Charging effect. Causes any class to begin moving forward with a restricted turn rate as if chargingwhile emitting the Demoman's charging yell (the Demoman's speed increases to 750 HU/sand for Demomen this condition expires when the charge meter empties). | TF_COND_SHIELD_CHARGE
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| 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.
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TF_COND_DEMO_BUFF
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| 19 | Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect. | TF_COND_ENERGY_BUFF
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| 20 | Medicating Melody effect (does not healonly adds rings around the player's feet; the rings are removed after a taunt endsthough the condition persists). | TF_COND_RADIUSHEAL
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| 21 | Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
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TF_COND_HEALTH_BUFF
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| 22 | Ignite reaction (sound and speechbut no fire). Can be used with removecond to remove afterburn.
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TF_COND_BURNING
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| 23 | Intended to indicate Overhealing. Does nothing. | TF_COND_HEALTH_OVERHEALED
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| 24 | All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for Jarate. | TF_COND_URINE
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| 25 | Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
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TF_COND_BLEEDING
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| 26 | Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup. | TF_COND_DEFENSEBUFF
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| 27 | Enemy players heal 60% of damage done to the player. Used for Mad Milk. | TF_COND_MAD_MILK
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| 28 | Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5. | TF_COND_MEGAHEAL
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| 29 | Player is healed for 35% of damage done. Used for the Concheror. | TF_COND_REGENONDAMAGEBUFF
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| 30 | Marked for Death effect (all damage taken is Mini-Crits.) | TF_COND_MARKEDFORDEATH
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| 31 | All attacks are Mini-Crits (no Mini-Crit glow occursbut Mini-Crit hit sounds and effects occur). Player cannot be healed in any way. | TF_COND_NOHEALINGDAMAGEBUFF
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| 32 | Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. | TF_COND_SPEED_BOOST
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| 33 | Halloween pumpkin Crit boost. | TF_COND_CRITBOOSTED_PUMPKIN
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| 34 | Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate. | TF_COND_CRITBOOSTED_USER_BUFF
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| 35 | Player's weapon gains Crit glow and emits Crit sound cues as if charging (but does not gain a Crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%. | TF_COND_CRITBOOSTED_DEMO_CHARGE
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| 36 | Hype multiple jump. On classes other than Scoutthis provides the purple glow effect on weaponsbut no additional jumps granted (Note: May still occur). | TF_COND_SODAPOPPER_HYPE
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| 37 | First blood Crit boost. | TF_COND_CRITBOOSTED_FIRST_BLOOD
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| 38 | Winning team Crit boost. | TF_COND_CRITBOOSTED_BONUS_TIME
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| 39 | Intelligence capture Crit boost. | TF_COND_CRITBOOSTED_CTF_CAPTURE
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| 40 | Crit boost from Crit-on-kill weapons (Killing Gloves of Boxing). | TF_COND_CRITBOOSTED_ON_KILL
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| 41 | Cannot switch away from melee weapons. Used for the Buffalo Steak Sandvich effect. | TF_COND_CANNOT_SWITCH_FROM_MELEE
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| 42 | Player takes 35% less damage (50% less from Sentry Guns)gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26though without the icon above the health bar in the HUD. | TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
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| 43 | "Reprogrammed". Intended for the scrapped Spy Trap weapon but does not function. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed the player for 5 seconds. | TF_COND_REPROGRAMMED
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| 44 | Mmmph Crit boost. | TF_COND_CRITBOOSTED_RAGE_BUFF
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| 45 | Mmmph activation defense buff. | TF_COND_DEFENSEBUFF_HIGH
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| 46 | Focus effect. This affects only Sniper primariesbut not the Classicthe Huntsman or its reskin. All other weapons gain the lightning effectshowever. | TF_COND_SNIPERCHARGE_RAGE_BUFF
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| 47 | Causes the Enforcer to lose its 20% damage bonusas when firing it to remove a disguise. | TF_COND_DISGUISE_WEARINGOFF
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| 48 | Self marked for death (as with Rescue Ranger hauling). | TF_COND_MARKEDFORDEATH_SILENT
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| 49 | Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effectit forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop movingand then return to 450 HU/s. This condition also causes Sentry Guns to ignore the playerwhich was possibly used for a Spy disguise that was later scrapped. | TF_COND_DISGUISED_AS_DISPENSER
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| 50 | Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant. | TF_COND_SAPPED
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| 51 | "Hidden" ÜberCharge (player sees their viewmodel as ÜberChargedbut their appearance is not ÜberCharged unless they are hit by a source of damageafter which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena). | TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
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| 52 | Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. | TF_COND_INVULNERABLE_USER_BUFF
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| 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 mapa bomb appears on the player's head. This condition may cause users to crash if added on a map other than Ghost Fort. | TF_COND_HALLOWEEN_BOMB_HEAD
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| 54 | Player cannot move and hears the Ghost Fort dancing music. Any taunts performed are the Thriller taunt. | TF_COND_HALLOWEEN_THRILLER
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| 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 tauntbut condition 55 remains active (though it does nothing after this point). | TF_COND_RADIUSHEAL_ON_DAMAGE
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| 56 | Miscellaneous Crit boost. Likely used for the Wheel of Fate Critical hits effect. | TF_COND_CRITBOOSTED_CARD_EFFECT
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| 57 | Miscellaneous ÜberCharge. Likely used for the Wheel of Fate ÜberCharge effect. | TF_COND_INVULNERABLE_CARD_EFFECT
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| 58 | Vaccinator Über bullet resistance. | TF_COND_MEDIGUN_UBER_BULLET_RESIST
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| 59 | Vaccinator Über blast resistance. | TF_COND_MEDIGUN_UBER_BLAST_RESIST
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| 60 | Vaccinator Über fire resistance. | TF_COND_MEDIGUN_UBER_FIRE_RESIST
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| 61 | Vaccinator passive bullet resistance. | TF_COND_MEDIGUN_SMALL_BULLET_RESIST
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| 62 | Vaccinator passive blast resistance. | TF_COND_MEDIGUN_SMALL_BLAST_RESIST
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| 63 | Vaccinator passive fire resistance. | TF_COND_MEDIGUN_SMALL_FIRE_RESIST
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| 64 | Player cloaks immediately regardless of class. Used for the Invisibility Magic spell. | TF_COND_STEALTHED_USER_BUFF
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| 65 | Unknown. Likely related to the Medi Gun. | TF_COND_MEDIGUN_DEBUFF
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| 66 | Player is ignored by enemy bots and Sentry Gunsand fades to Invisibility. Attacking makes the player visiblebut the player rapidly fades out againduring which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading. | TF_COND_STEALTHED_USER_BUFF_FADING
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| 67 | Bullet damage immunity. | TF_COND_BULLET_IMMUNE
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| 68 | Blast damage immunity. | TF_COND_BLAST_IMMUNE
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| 69 | Fire damage immunity. | TF_COND_FIRE_IMMUNE
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| 70 | Player survives all damage until their health reaches 1after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker. | TF_COND_PREVENT_DEATH
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| 71 | MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their headsbut has no effect on human players). | TF_COND_MVM_BOT_STUN_RADIOWAVE
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| 72 | Player gains speed boostfiring rate boostreload speed boostand infinite air jumps. Used for the Power Up Magic spell. | TF_COND_HALLOWEEN_SPEED_BOOST
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| 73 | Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effectas well as condition 28 for a brief period. Used for the Healing Aura Magic spell. | TF_COND_HALLOWEEN_QUICK_HEAL
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| 74 | Player is doubled in sizebut movement speedmelee rangeand damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view. | TF_COND_HALLOWEEN_GIANT
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| 75 | Player is halved in sizealthough head sizemovement speedmelee rangeand damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone. | TF_COND_HALLOWEEN_TINY
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| 76 | Player gains condition 77 upon deathused for when the player is in Hell. | TF_COND_HALLOWEEN_IN_HELL
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| 77 | Player becomes a Ghost; can be reverted with removecond.
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TF_COND_HALLOWEEN_GHOST_MODE
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| 78 | Unknown. Intended to be Mini-Crit boost from Mini-Crit-on-kill weapons (like the Cleaner's Carbine before the December 172015 Patch)but is unused. | TF_COND_MINICRITBOOSTED_ON_KILL
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| 79 | Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). | TF_COND_OBSCURED_SMOKE
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| 80 | Player gains a B.A.S.E. Jumper parachute if airborne. Removed upon landing. | TF_COND_PARACHUTE_ACTIVE
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| 81 | Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. | TF_COND_BLASTJUMPING
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| 82 | Player gains Bumper Car movementcontrols and bumper car model. Associated HUD is not visible. | TF_COND_HALLOWEEN_KART
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| 83 | Player's Field of View increaseswith their world model playing the Bumper Car boosting animationand if the player has condition 82the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player. | TF_COND_HALLOWEEN_KART_DASH
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| 84 | Player gains a larger head and lowered gravity. | TF_COND_BALLOON_HEAD
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| 85 | Same as condition 41but automatically adds conditions 32 and 75 when added. | TF_COND_MELEE_ONLY
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| 86 | Player can swim in airand gains vision effects as if underwater or covered in Jarate. | TF_COND_SWIMMING_CURSE
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| 87 | Player is locked in place and cannot turnattackor switch weapons. The player can still taunthowever. | TF_COND_FREEZE_INPUT
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| 88 | Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars. | TF_COND_HALLOWEEN_KART_CAGE
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| 89 | Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes this condition.
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TF_COND_DONOTUSE_0
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| 90 | Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode. | TF_COND_RUNE_STRENGTH
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| 91 | Player gains double firing ratereload rateclip sizeand max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode. | TF_COND_RUNE_HASTE
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| 92 | Player periodically regenerates ammohealthand metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode. | TF_COND_RUNE_REGEN
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| 93 | Player gains a 50% resistance to all incoming damageas well as an immunity to all Critical hits. Used for the "Resistance" powerup in Mannpower mode. | TF_COND_RUNE_RESIST
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| 94 | Player gains the ability to receive HP based on damage dealta 25% damage resistanceand a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode. | TF_COND_RUNE_VAMPIRE
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| 95 | Player gains the ability to reflect damage dealt to them back at the attackeralthough this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode. | TF_COND_RUNE_REFLECT
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| 96 | Player gains a drastic decrease in bullet spreadas well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damagegain faster damage ramp-upand re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. | TF_COND_RUNE_PRECISION
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| 97 | Player gains an increase in movement speedgrapple speedand jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode. | TF_COND_RUNE_AGILITY
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| 98 | Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK
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| 99 | Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK_SAFEFALL
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| 100 | Added when a player's Grappling Hook latches to a walland removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation brieflythen does nothing. | TF_COND_GRAPPLINGHOOK_LATCHED
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| 101 | Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleedingbut does show the icon in the HUD. | TF_COND_GRAPPLINGHOOK_BLEEDING
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| 102 | Added when a player activates their Dead Ringergiving them immunity to afterburn. | TF_COND_AFTERBURN_IMMUNE
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| 103 | Player is restricted to Melee and their Grappling Hookhas their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode. | TF_COND_RUNE_KNOCKOUT
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| 104 | Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. | TF_COND_RUNE_IMBALANCE
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| 105 | Mannpower Crit powerup. | TF_COND_CRITBOOSTED_RUNE_TEMP
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| 106 | Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When addeddisplays the distortion effect. | TF_COND_PASSTIME_INTERCEPTION
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| 107 | Player can swim in airsimilar to condition 86but without swimming animationsforced third-person perspectiveand underwater overlay. | TF_COND_SWIMMING_NO_EFFECTS
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| 108 | "Purgatory"used for Eyeaduct when the player enters the Underworld. When addedrefills health and adds 1 second of ÜberCharge to the player. When removeddisplays "<playername> has escaped the underworld!"additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used.
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TF_COND_PURGATORY
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| 109 | Player gains an increase in max healthhealth regenfire rateand reload rate. Used for the "King" powerup in Mannpower mode. | TF_COND_RUNE_KING
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| 110 | The Plague powerup from Mannpower. | TF_COND_RUNE_PLAGUE
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| 111 | The Supernova powerup from Mannpower. | TF_COND_RUNE_SUPERNOVA
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| 112 | Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kittouch a Resupply lockeror die. Blocks the health regen and team buff from the King powerup. | TF_COND_PLAGUE
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| 113 | The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regenfire rateand reload rate. | TF_COND_KING_BUFFED
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| 114 | Enables glow outlines on friendly players and buildings. Used when player respawns. | TF_COND_TEAM_GLOWS
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| 115 | Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. | TF_COND_KNOCKED_INTO_AIR
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| 116 | Applied when the player is on the competitive winner's podium. | TF_COND_COMPETITIVE_WINNER
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| 117 | Applied when the player is on the loser team in competitive match summary. Prevents taunting. | TF_COND_COMPETITIVE_LOSER
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| 118 | Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower. | TF_COND_HEALING_DEBUFF
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| 119 | Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death. | TF_COND_PASSTIME_PENALTY_DEBUFF
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| 120 | Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic. | TF_COND_GRAPPLED_TO_PLAYER
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| 121 | Unknown. Checked when attempting to set the target for a grappling hook. | TF_COND_GRAPPLED_BY_PLAYER
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| 122 | Added when deploying the B.A.S.E. Jumper. While active with the cvar tf_parachute_deploy_toggle_allowed 0the player cannot deploy the B.A.S.E. Jumper again. Removed when the player presses JUMP again after landing.
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TF_COND_PARACHUTE_DEPLOYED
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| 123 | All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer. | TF_COND_GAS
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| 124 | Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. | TF_COND_BURNING_PYRO
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| 125 | Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. | TF_COND_ROCKETPACK
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| 126 | When added while movingdecreases the player's frictioncausing them to slide around. Removed when the player stops moving. | TF_COND_LOST_FOOTING
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| 127 | Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction. | TF_COND_AIR_CURRENT
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| 128 | Used whenever a player gets teleported to Hell. Does nothing when addedbut stops the gradual healing effect from the teleport when removed. | TF_COND_HALLOWEEN_HELL_HEAL
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| 129 | Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup. | TF_COND_POWERUPMODE_DOMINANT
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| 130 | Does nothing by itselfbut when a player also has condition 51they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn. | TF_COND_IMMUNE_TO_PUSHBACK
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Most of the conditions added with addcond remain for an indefinite duration if no duration is specifiedending when the user dieschanges classesor manually removes the condition with the removecond command. Some conditions (e.g. 511) can be removed by being healed by a Medic.
Invalid condition numbers use the closest valid condition.
bot
- See also Bots
Bots can both be spawned and given commands.
buddha
Prevents lethal damage to the user (can still take damagebut doesn't cause health to go below 1 in most cases). Toggle.
Please note that in rare casesyou 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 damagegiving information about damage variables such as the distance of the attack and health left of the target.tf_debug_flamethrower: Allows you to see the hitboxes of fire particles as well as visual information about when targets are hit by fire.
hurtme
Deals damage to the command user. The hurtme command must be followed by a numbersuch as hurtme 50. Players can use negative values to bring their health well beyond normal limits (a maximum of 16383)which usually displays incorrectly on the HUD. Health that is raised above the normal limit wears off as a normal overhealbut 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 spraywhich is impulse 201). The impulse command must be followed by a numbersuch as impulse 101. Different numbers have different effectsas listed below.
| ID | Description | Requires sv_cheats? |
|---|---|---|
| 101 | Refills all weapons ammo and health (like Resupply). | Yes |
| 102 | Spawns a human skull (models\Gibs\AGIBS.mdl) from inside the player (might land right behind you). Meant to spawn a "random" gib. |
Yes |
| 106 | Prints information about the entity the player is looking at to console. | Yes |
| 107 | Prints the material that player is looking at to console. Only works on brushes: use mat_crosshair insteadwhich works on displacements too. |
Yes |
| 200 | Plays holster/draw animations. | Yes |
| 201 | Sprays your selected spray. | No |
| 202 | Plays a custom sound to players who have set cl_customsounds 1. The sound is configured using cl_soundfile filename.wav. |
No |
| 203 | Removes object being aimed at like ent_remove and ent_fire _____ killbut doesn't print "Removed [entity name] (Name)" in the console. | Yes |
| 221-239 | If the player is a Spystarts the disguise process. 221-229 are for a RED disguisewhile 231-239 are for a BLU disguise (230 is non-functional). The final digit selects the disguise classbut this number corresponds to the disguise command class order (which is the Team Fortress Classic class order). |
Yes |
noclip
Lets the player fly around and go through walls as if they were a free-roam spectator. Players can still take damagesuch as from environmental hazards. Toggle.
thirdperson
Changes your view to third-personsimilarly 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 examplecurrency_give 10000 gives you 10,000 credits. It can also be used to take away credits with a negative number.
ent_create
ent_create entity_soldier_statue- spawns Soldier statue.ent_create merasmus- spawns Merasmus.ent_create eyeball_boss- spawns a BLU team-colored Monoculus just like the one summoned from the Helltower spell.ent_create headless_hatman- spawns Horseless Headless Horsemannent_create tf_zombie- spawns skeletons. Before the Scream Fortress Fifth Annual Helloween Specialthis would spawn a random class wearing a Voodoo-Cursed Soulwith an invisible melee weapon. Use the teamnum parameter to change the spawned skeleton's class.- Additional entity Keyvalues (Halloween Bosses):
teamnum <0/2/3>- Team Number (Any/RED/BLU) If set to 0the Skeleton(s) attack both teams.modelscale <number>- Sets boss scale.- Examples
ent_create eyeball_boss teamnum 2 modelscale 5- Spawns Huge Monoculus on the RED teamusing a red skin and only attacking BLU team membersent_create eyeball_boss teamnum 5- Spawns the original Monoculus boss.
- Additional entity Keyvalues (Halloween Bosses):
ent_create tf_spell_pickup- Spawns a Halloween spellbook which grants the player a random magic spell when picked upsee Magic spells.- Additional entity Keyvalues (tf_spell_pickup):
tier <0/1>- Spellbook Type 0 - Normal1 - Rare.- Examples
ent_create tf_spell_pickup tier 1- Spawns a rare spellbook which grants the player a random rare magic spell when picked upsee Rare Magic Spells.
- Additional entity Keyvalues (tf_spell_pickup):
ent_create tf_halloween_pickup- Spawns a Duck from Carnival of Carnage. These ducks respawn after 10 seconds of being picked up.ent_create tf_pumpkin_bomb- Spawns a Pumpkin Bomb.ent_create tank_boss- Spawns a Tank Robot from Mann Vs. Machine. On Payload mapsthe tank attempts to follow the cart's path. If the tank collides with the cartit explodes and drops money.- Additional entity keyvalues (tank_boss):
speed <number>- Sets movement speed the tank.modelscale <number>- Sets tank scale.health <number>- Sets tank health.- Examples
ent_create tank_boss speed 1- Spawns an extremely slow moving MvM Tank.ent_create tank_boss modelscale 5- Spawn a gigantic MvM Tank.ent_create tank_boss health 100- Spawns a MvM Tank with 100 health.ent_create tank_boss speed 999 modelscale 2 health 100000- Spawns a bigextremely fast moving MvM Tank with a lot of health.
- Additional entity keyvalues (tank_boss):
ent_create ghost- Spawns a Ghost. It usually disappears or falls through the mapdepending on the location.ent_create item_powerup_rune- Spawns a Strength powerupsee Mannpower#Powerups.ent_create npc_handgrenade- Spawns a grenade that explodes instantlydealing splash damage.ent_create hightower_teleport_vortex teamnum 2 lifetime 5- Spawns a RED Monoculus purple vortex that sucks in any player that gets close to it.ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl- Spawns a Mann vs. Machine bot bomb.- Additional entity keyvalues (item_teamflag):
gametype <0/1/2/3/4/5/6>- Gamemode 1 - CTF2 - MVM3 - Invade4 - SD5 - RD6 - PD.teamnum <0/2/3>- Team Number (Any/RED/BLU) If set to 0the flag spawned is whiteand can be picked up by both teams.model <string>- Sets flag's model path.
- Additional entity keyvalues (item_teamflag):
ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01- spawns an Engineer model with a looping taunt animation using the default Shotgun taunt for Engineer.- Prop Dynamic Keyvalues:
solid <0/2/6>- Prop's collisions 0 - Not Solid2 - Use Bounding Box6 - Use VPhysics.model <string>- Sets prop's model path.modelscale <number>- Sets model scale.defaultanim <string>- Sets prop's animation path.angles <x y z>- Sets prop's angles.skin <number>- Sets the model's skin.targetname <string>- Gives the model a name that can be referenced in other commands.
- Prop Dynamic Keyvalues:
ent_create ambient_generic message ui/gamestartup18.mp3 health 10- spawns Rise of the Living Bread music or any sound from the game.- Additional entity keyvalues (ambient_generic):
message <string>- Sets sound path.health <number>- Sound volume.pitch <number>- Sound pitch.
- Additional entity keyvalues (ambient_generic):
ent_create obj_sentrygun- spawns in a level 1 Sentry Gun where the player is aimingent_create obj_dispenser- spawns in a level 1 Dispenser where the player is aimingent_create obj_teleporter- spawns in a level 1 Teleporter where the player is aiming- Additional entity keyvalues (Engineer Buildings):
modelscale <number>- Sets model scale.teamnum <2/3>- Team Number (RED/BLU) (If 0 is usedit spawns a sentry on the Unassigned team and can be attacked by both teams).defaultupgrade <0/1/2>- Building Level (1/2/3)spawnflags <number>- Examples include spawnflags 2 for invulnerability4 to make the building upgradableand 8 to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effectsfor example14 would make the building invulnerableupgradableand have infinite ammo. This can also be used on any other entity that has the spawnflags output.- Examples
ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8- spawns a level 3 RED Sentry Gun with infinite ammo
- Additional entity keyvalues (Engineer Buildings):
ent_create info_particle_system start_active 1 effect_name cinefx_goldrush- spawns Payload cart explosion effect with no sound or damage.- Additional entity keyvalues (info_particle_system):
effect_name <string>- Sets Particlessee VDC Particle List.
- Additional entity keyvalues (info_particle_system):
ent_create light_dynamic- spawns dynamic light.- Additional entity keyvalues (light_dynamic):
_light (<Red> <Green> <Blue> <Alpha>)- Sets the light color.brightness <number>- Sets the light brightness.distance <number>- Sets the light distance.<number>- Sets the light See VDC Light Appearances.- Examples
ent_create light_dynamic distance 256 brightness 10 2 _light "255 255 255 255"- spawns a white strong pulse light that has full bright and small distance
- Additional entity keyvalues (light_dynamic):
Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.
Certain entities may crash the game when spawned.
ent_remove
ent_remove can be used standalone to remove the entity that the crosshair is pointed atsuch as an AI bot or spawned model. It can also be used as ent_remove_all to remove all instances of a specific type of entity from the matchsuch as ent_remove_all merasmus to remove all Merasmus entities.
ent_fire
- ent_fire team_round_timer addtime <seconds>adds/removes a specified amount of time to/from the stopwatch timer. For exampleent_fire team_round_timer addtime -60 removes 60 seconds from the clock.
- ent_fire team_round_timer pause/resumepauses/unpauses the timer.
- ent_fire team_round_timer disable/enabledisables/enables the timer. If disabledthe timer is essentially paused but also removed from the HUD.
- ent_fire !picker setbuilder !self while looking at an unnamed building makes the player the owner.
- ent_fire player SpeakResponseConcept HalloweenLongFall forces all players to scream
- ent_fire [entity name] addoutput "health <number>" sets the health of the specified entity. The entity must already exist on the map beforehand. Common targets include
headless_hatmanmerasmuseyeball_boss. - ent_fire !player addoutput "teamnumber 0"sets the player to Team Unassigned. Can be used with !picker to revert others to Team Unassigned.
prop_dynamic_create
prop_dynamic_create can be used to spawn in props. Using an invalid prop will spawn the red ERROR model instead. Some examples include:
prop_dynamic_create props_swamp/picnic_table- Spawns a picnic table.prop_dynamic_create props_spytech/chair- Spawns a chair.prop_dynamic_create props_training/target_heavy- Spawns a destructible wooden cutout of the Heavy.prop_dynamic_create props_vehicles/train_enginecar- Spawns a non-functional Train.
Power Play
Power play is a hidden command that grants Valve employees the ability to cheat on any server (even if sv_cheats is off). Two covertly named console commands condump_on and condump_off are used to toggle power play. If there is any string after the powerplay command is executed(for examplecondump_on 1) it activates powerplay for the whole team the developer is on rather than only the developer issuing the command. When activatedpower play grants all Medi Gun effects at once. This includes damage invulnerability from the Medi Gun; 100% Critical hits from the Kritzkrieg; bulletexplosiveand fire resistance from the Vaccinatorand knockback immunity from the Quick-Fix. Under the effects of power playthe player appears on fire and frequently utters an evil laughtaunting helpless victims.
Changes to the game since power play was introduced has caused a few bugs. Players lose their Medi Gun effects over time if they are not continually healed by a Medic. The Quick-Fix ÜberCharge is appliedbut has no healing effectbut does grant knockback immunity. Players under the effect of power play are still able to capture control points.
Currentlyonly 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.