Difference between revisions of "Cheats/zh-hans"

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{{Hatnote|不要将这些指令和[[Cheating/zh-hans|开挂行为]]混淆, '''开挂'''是描述使用第三方程序或对游戏数据进行重大更改以获得不公平优势的游戏术语}}
 
{{DISPLAYTITLE:作弊码}}
 
{{DISPLAYTITLE:作弊码}}
{{Quotation|'''狙击手'''|作弊到头来,只会让你失败而已。|sound=Sniper_revenge06.wav}}
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{{translate}}
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{{Quotation|'''狙击手'''|作弊到头来,只会让你失败而已。|sound=Sniper_revenge06.wav|en-sound=yes}}
  
在有些开启作弊功能的服务器(在控制面板键入 "<tt>sv_cheats 1</tt>" 以开启),有很多作弊码供玩家打入。各种作弊码有各种不同的功能。请注意,这里所指的「作弊」跟[[Cheater's lament/zh-hans|作弊者的光环]]所禁止的作弊是不相同的。
+
任何玩家可以通过在[[Console/zh-hans|控制台]]输入 <code>sv_cheats 1</code> 指令进入'''作弊模式'''
  
__TOC__
+
'''开挂'''是绝对禁止的,而每一名玩家都有资格使用以下所有作弊码(当然,只有在服务器允许时才可以使用)
  
== 作弊码一览表 ==
+
在'''作弊模式'''下,玩家不会获得任何[[Achievement/zh-hans|成就]],但仍然可以获得[[Item drop system/zh-hans|随机物品掉落]]
  
 +
请放心使用<code>sv_cheats 1</code> 指令,因为它不会让你被[[Valve Anti-Cheat/zh-hans|VAC反作弊系统]]封禁
 +
 +
== 作弊码列表 ==
 
=== addcond ===
 
=== addcond ===
<tt>addcond</tt>」指令会变换键入玩家现在的状态。这指令亦可用在计算机人上,键入 <tt>bot_command X</tt> 即可。<tt>addcond</tt> 指令后必须要打入一个参数,比方说 <tt>addcond 5</tt>,玩家就会有医疗枪电量的效果在身上。不同的参数有不同的效果,详见下表。
+
使用 <code>addcond</code> 指令会让玩家获得特定buff和debuff状态。在使用时, <code>addcond</code> 指令后必须添加一个数字,例如: <code>addcond 5</code>可以赋予你[[Medi_Gun/zh-hans|医疗枪]][[ÜberCharge/zh-hans|ÜberCharge]]
*<tt>0</tt>: [[Civilian|平民状态]]
+
 
*<tt>1</tt>: {{item link|Sniper Rifle}}开镜。如果当时不是持有狙击枪的玩家,打入这个的话会造成当机。
+
在这个数字之后再输入一个数字可以设置有效时长,例如: <code>addcond 5 10</code>,这里的10就代表效果[[ÜberCharge/zh-hans|ÜberCharge]]持续时间为10秒。
*<tt>2</tt>: [[Disguise/zh-hans|伪装]]的烟
+
 
*<tt>3</tt>: [[ÜberCharge/zh-hans|超能冲锋]]消失前的效果。所有职业在此时移动速度都一样,甚至是在开狙击镜时。
+
如果你想删除这些状态,可以使用这条指令: <code>removecond + 效果代码</code>,例如: <code>removecond 5</code>可以移除刚刚获得的[[ÜberCharge/zh-hans|ÜberCharge]]。
*<tt>5</tt>: [[ÜberCharge/zh-hans|超能冲锋]]效果
 
*<tt>6</tt>: [[Teleporter/zh-hans|传送装置]]的传送光
 
*<tt>7</tt>: 嘲讽,通过 {{code|addcond}} 指令使用没有任何作用,但是可使用 {{code|removecond}} 指令立即停止嘲讽。
 
*<tt>8</tt>: 当玩家处于 [[ÜberCharge/zh-hans|超能冲锋]]时, 超能冲锋的效果消失。
 
*<tt>9</tt>: 当玩家处于隐形状态时,出现闪烁效果,效果只有一瞬间。
 
*<tt>10</tt>: [[Teleporting/zh-hans|传送]],通过 {{code|addcond}} 指令使用没有任何作用。
 
*<tt>11</tt>: {{item link|Kritzkrieg}}的通电效果
 
*<tt>12</tt>: 暂时增加伤害的外部效果,什么事都不会发生。
 
*<tt>13</tt>: {{item link|Dead_Ringer}}减少伤害的效果,任何一种间谍的手表都有效。
 
*<tt>14</tt>: {{item link|Bonk! Atomic Punch}}效果
 
*<tt>15</tt>: [[Stunned/zh-hans|击晕]]效果,可使用 {{code|removecond}} 指令立即停止。
 
*<tt>16</tt>: [[Buff Banner/zh-hans|增幅旗帜]]的效果
 
*<tt>17</tt>: 如果往前进,有{{item link|Chargin' Targe}}的效果和冲刺,但伤害不会增加
 
*<tt>18</tt>: {{item link|Eyelander}}猎头后的能力及眼睛发光效果
 
*<tt>19</tt>: {{item link|Crit-a-Cola}}效果
 
*<tt>20</tt>: [[Medicating_Melody/zh-hans|医疗旋律]]效果(不恢复生命)
 
*<tt>21</tt>: 任何一种连续治疗效果,可使用 {{code|removecond}} 指令移除效果。
 
*<tt>22</tt>: [[fire/zh-hans|着火]]的动作(有声音和对话,但火焰没有真的出现)
 
*<tt>23</tt>: [[Overhealing/zh-hans|超量治疗]],不论是透过 {{code|addcond}} 或 {{code|removecond}} 指令都不会产生作用。
 
*<tt>24</tt>: {{item link|Jarate}}效果
 
*<tt>25</tt>: [[Bleeding/zh-hans|流血]]效果,可以透过 {{code|removecond}} 指令移除效果。
 
*<tt>26</tt>: {{item link|Battalion's Backup}}效果
 
*<tt>27</tt>: [[Mad Milk/zh-hans|疯狂牛奶]]效果
 
*<tt>28</tt>: {{item link|Quick-Fix}}击退抵抗效果(不恢复生命)
 
*<tt>29</tt>: {{item link|Concheror}}效果
 
*<tt>30</tt>: {{item link|Fan O'War}}效果(标记死亡)
 
*<tt>31</tt>: 所有攻击都是小暴击,围绕团队色附加效果光环。效果在接受任何方式的治疗后消失。
 
*<tt>32</tt>: {{item link|Disciplinary Action}}效果(不会加速)
 
*<tt>33</tt>: [[Halloween pumpkin/zh-hans|万圣节南瓜]]爆击加成
 
*<tt>34</tt>: {{item link|Canteen}}爆击加成
 
*<tt>35</tt>: 其他类爆击加成,音效类似{{item link|Chargin' Targe}}或{{item link|Kritzkrieg}}。
 
*<tt>36</tt>: {{item link|Soda Popper}}的亢奋小爆击
 
*<tt>37</tt>: [[First blood/zh-hans|第一滴血]]爆击加成
 
*<tt>38</tt>: 胜利队伍的爆击加成
 
*<tt>39</tt>: 夺取[[Intelligence/zh-hans|情报箱]]的爆击加成
 
*<tt>40</tt>: 武器杀敌的爆击加成({{item link|Killing Gloves of Boxing}},{{item link|Cleaner's Carbine}})
 
*<tt>41</tt>: 无法从近战武器切换成其他武器(作用于{{item link|Buffalo Steak Sandvich}})
 
*<tt>42</tt>: 所承受伤害减少 35% ,围绕团队色附加效果光环。效果在接受任何方式的治疗后消失。
 
*<tt>43</tt>: "编队"。玩家从蓝队到红队期间的状况, {{code|removecond}} 指令则会从红队换到蓝队。玩家头部出现火花,自动触发效果 15 以及降低玩家移动速度持续 5 秒。
 
*<tt>44</tt>: [[Mmmph/zh-hans|燃素喷射器]]呜唔状态的爆击加成
 
*<tt>45</tt>: [[Mmmph/zh-hans|燃素喷射器]]呜唔状态启动时,防御的效果
 
*<tt>46</tt>: {{item link|Hitman's Heatmaker}}的聚焦效果
 
*<tt>47</tt>: 使{{item link|Enforcer}}失去 20% 的伤害加成,作用于伪装状态射击时。
 
*<tt>48</tt>: 自身打上死亡标记(作用于{{item link|Gloves of Running Urgently}})
 
*<tt>49</tt>: 伪装效果,不会受到敌方[[Sentry_Gun/zh-hans|步哨防御枪]]锁定攻击,间谍在伪装状态使用指令则会变成敌对工程师的外观。附加效果,迫使玩家以每秒 450 [[Hammer_unit/zh-hans|HU]] 的速度移动。切换武器时,会使玩家暂时无法移动,再恢复到每秒 450 HU 的速度。
 
*<tt>50</tt>: 玩家头上出现火花效果(作用于[[Robots/zh-hans|机器人]]被{{item link|Sapper}}瘫痪的时候。)
 
*<tt>51</tt>: 隐藏的无敌(玩家看到自己手臂有无敌效果,但外观看起来并没有无敌,除非受到伤害后,玩家会显现无敌几秒钟。就像[[Robots/zh-hans|机器人]]在[[Mann vs. Machine (game mode)/zh-hans|曼恩对决机器模式]]进场之前的状态。)
 
*<tt>52</tt>: {{item link|Canteen}}无敌效果
 
*<tt>53</tt>: 玩家强制切换成第三人称并且听到[[Bombinomicon/zh-hans|死灵炸弹魔书]]的对白,仿佛自己的头变成炸弹那般。如果[[Merasmus/zh-hans|魔拉斯莫斯]]在地图上运作的话,玩家的头则会变成炸弹。在[[Ghost Fort/zh-hans|Ghost Fort]]以外的地图使用指令可能会造成当机。
 
*<tt>54</tt>: 玩家无法移动并且会听到[[Ghost Fort/zh-hans|Ghost Fort]]的跳舞音乐,使用任何嘲讽都会变成[[Thriller/zh-hans|万圣节嘲讽]]。
 
*<tt>55</tt>: 自动触发效果 20 及 21 ,使玩家及附近队友获得治疗效果仿佛{{item link|Amputator}}。此效果会使玩家获得医疗功劳。当玩家结束任一种嘲讽动作后,会自动移除效果 20 及 21,但是效果 55 仍然持续运作(虽然一点效果都没有)
 
*<tt>56</tt>: 其他类爆击加成
 
*<tt>57</tt>: 其他类无敌效果
 
*<tt>58</tt>: {{item link|Vaccinator}}发动超能冲锋时,子弹抵抗的效果
 
*<tt>59</tt>: 疫苗注射枪发动超能冲锋时,爆炸抵抗的效果
 
*<tt>60</tt>: 疫苗注射枪发动超能冲锋时,火焰抵抗的效果
 
*<tt>61</tt>: 疫苗注射枪治疗时,子弹抵抗的效果
 
*<tt>62</tt>: 疫苗注射枪治疗时,爆炸抵抗的效果
 
*<tt>63</tt>: 疫苗注射枪治疗时,火焰抵抗的效果
 
  
有些 <tt>addcond</tt> 指令效果并不会消失,但会在玩家战死或键入 <tt>removecond</tt> 指令时结束。但是在这之中,增幅旗帜的效果只会出现一下下。
+
[[Bot/zh-hans|电脑玩家]]也可以获得这些状态,只需要输入 <code>bot_command</code> + <code>addcond</code>
  
=== bot ===
+
以下是《军团要塞2》中所有的状态:
计算机人可以被叫出和被输入指令,详见[[Bots/zh-hans|计算机人BOT]]
+
{| class="wikitable grid"
 +
! class="header" | ID
 +
! class="header" | 状态效果
 +
! class="header" | 状态名称
 +
|-
 +
| 0 ||  {{item link|Minigun}}预热时的减速效果以及{{item link|Sniper_Rifle}}开镜瞄准时的减速效果。其他职业使用后会减速并进入[[Civilian/zh-hans|平民状态]]
 +
|| {{code|TF_COND_AIMING}}
 +
|-
 +
| 1 ||  {{item link|Sniper_Rifle}}的瞄准镜效果。如果你在第三人称模式下使用,玩家模型会消失。
 +
|| {{code|TF_COND_ZOOMED}}
 +
|-
 +
| 2 ||  [[Disguise/zh-hans|伪装]]的烟雾效果。
 +
|| {{code|TF_COND_DISGUISING}}
 +
|-
 +
| 3 ||  显示间谍[[Disguise/zh-hans|伪装]]的效果。
 +
|| {{code|TF_COND_DISGUISED}}
 +
|-
 +
| 4 ||  [[Cloak/zh-hans|隐形]]效果。[[Spy/zh-hans|间谍]]获得该状态会使用隐形手表,但没有隐身音效。其他职业获得该状态后会隐形一小段时间并立即解除隐形
 +
|| {{code|TF_COND_STEALTHED}}
 +
|-
 +
| 5 ||  {{item link|Medi_Gun}}的[[ÜberCharge/zh-hans|ÜberCharge]]。在获得{{item link|Dispenser}},[[Payload/zh-hans|推车模式]]中的推车和[[Medic/zh-hans|医生]]的治疗后会立即消失。获取该状态并被一名医生治疗时,这名医生的医疗枪产生的ÜberCharge耗尽时,该状态也随之消失。医生的自我治疗不会使这个状态消失。
 +
|| {{code|TF_COND_INVULNERABLE}}
 +
|-
 +
| 6 ||  使用{{item link|Teleporters}}后身体周围的烟雾粒子效果。
 +
|| {{code|TF_COND_TELEPORTED}}
 +
|-
 +
| 7 ||  进入[[Taunts/zh-hans|嘲讽]]状态,但使用后没有任何反应。但使用{{code|removecond 7}}会停止你的嘲讽动作。
 +
|| {{code|TF_COND_TAUNTING}}
 +
|-
 +
| 8 ||  如果一名玩家有[[ÜberCharge/zh-hans|ÜberCharge]]效果,会获得ÜberCharge即将耗尽时的闪动效果。
 +
|| {{code|TF_COND_INVULNERABLE_WEARINGOFF}}
 +
|-
 +
| 9 ||  隐身时的闪动效果,使用后效果会被立即移除。
 +
|| {{code|TF_COND_STEALTHED_BLINK}}
 +
|-
 +
| 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 [[Capture_the_Flag#Intelligence|The Intelligence]]).
 +
|| {{code|TF_COND_SELECTED_TO_TELEPORT}}
 +
|-
 +
| 11 ||  Crit boost ([[Kritzkrieg]], Revenge crits). Drops under the same conditions as 5.
 +
|| {{code|TF_COND_CRITBOOSTED}}
 +
|-
 +
| 12 ||  Intended to be a temporary damage buff. Does nothing.
 +
|| {{code|TF_COND_TMPDAMAGEBONUS}}
 +
|-
 +
| 13 ||  [[Dead Ringer]] Cloak defense buff, works with any watch as Spy. Automatically adds condition 4.
 +
|| {{code|TF_COND_FEIGN_DEATH}}
 +
|-
 +
| 14 ||  {{item link|Bonk! Atomic Punch}}效果
 +
|| {{code|TF_COND_PHASE}}
 +
|-
 +
| 15 ||  Intended to be the [[Stunned]] effect, but simply adds the slowing effect icon in the HUD without any change to movement speed. Can be used with {{code|removecond}} to remove a stun.
 +
|| {{code|TF_COND_STUNNED}}
 +
|-
 +
| 16 ||  {{item link|Buff Banner}}效果
 +
|| {{code|TF_COND_OFFENSEBUFF}}
 +
|-
 +
| 17 ||  {{item link|Chargin' Targe}}效果。使用该指令后角色会在一定限度范围内向前移动,如果你在{{cl|Demoman}}身上使用该指令的话,其速度会增加到750[[Hammer unit/zh-hans|HU]]每秒,且当期护盾充能条打空后,指令的效果将会失效。
 +
|| {{code|TF_COND_SHIELD_CHARGE}}
 +
|-
 +
| 18 ||  Intended to be the glowing eye effect associated with the [[Eyelander]]'s head-taking capability. Can be used with {{code|removecond}} to remove such a glow.
 +
|| {{code|TF_COND_DEMO_BUFF}}
 +
|-
 +
| 19 ||  {{item link|Crit-a-Cola}}、{{item link|Buffalo Steak Sandvich}}、{{item link|Cleaner's Carbine}}效果
 +
|| {{code|TF_COND_ENERGY_BUFF}}
 +
|-
 +
| 20 ||  [[Medicating Melody]] effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists).
 +
|| {{code|TF_COND_RADIUSHEAL}}
 +
|-
 +
| 21 ||  Intended to be the effect associated with any kind of continuous healing. Can be used with {{code|removecond}} to remove such an effect.
 +
|| {{code|TF_COND_HEALTH_BUFF}}
 +
|-
 +
| 22 ||  [[Fire|Ignite]] reaction (sound and speech, but no fire). Can be used with {{code|removecond}} to remove afterburn.
 +
|| {{code|TF_COND_BURNING}}
 +
|-
 +
| 23 ||  Intended to indicate [[Overhealing]]. Does nothing.
 +
|| {{code|TF_COND_HEALTH_OVERHEALED}}
 +
|-
 +
| 24 ||  {{item link|Jarate}}效果
 +
|| {{code|TF_COND_URINE}}
 +
|-
 +
| 25 ||  Intended to be the [[Bleeding]] effect. Can only be used with {{code|removecond}} to remove bleeding.
 +
|| {{code|TF_COND_BLEEDING}}
 +
|-
 +
| 26 || {{item link|Battalion's Backup}}效果
 +
|| {{code|TF_COND_DEFENSEBUFF}}
 +
|-
 +
| 27 ||  {{item link|Mad Milk}}效果
 +
|| {{code|TF_COND_MAD_MILK}}
 +
|-
 +
| 28 ||  [[Quick-Fix]] visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5.
 +
|| {{code|TF_COND_MEGAHEAL}}
 +
|-
 +
| 29 ||  {{item link|Concheror}}效果
 +
|| {{code|TF_COND_REGENONDAMAGEBUFF}}
 +
|-
 +
| 30 ||  军配扇效果(打上死亡标记)
 +
|| {{code|TF_COND_MARKEDFORDEATH}}
 +
|-
 +
| 31 ||  迷你爆击效果,但只有迷你爆击的声音和命中提示,且玩家并不能自己恢复
 +
|| {{code|TF_COND_NOHEALINGDAMAGEBUFF}}
 +
|-
 +
| 32 ||  {{item link|Disciplinary Action}}加速效果。
 +
|| {{code|TF_COND_SPEED_BOOST}}
 +
|-
 +
| 33 ||  拾取[[Halloween pumpkin/zh-hans|万圣节南瓜]]的爆击效果。
 +
|| {{code|TF_COND_CRITBOOSTED_PUMPKIN}}
 +
|-
 +
| 34 ||  [[Power Up Canteen/zh-hans|增益水壶]]的[[Power Up Canteen/zh-hans#增益类型|完全爆击效果]]。会使[[Sentry Gun/zh-hans|步哨枪]]射速提升。
 +
|| {{code|TF_COND_CRITBOOSTED_USER_BUFF}}
 +
|-
 +
| 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%.
 +
|| {{code|TF_COND_CRITBOOSTED_DEMO_CHARGE}}
 +
|-
 +
| 36 ||  提供[[Soda Popper/zh-hans|苏打炮手]]的多段跳跃效果。[[Scout/zh-hans|侦察兵]]以外的兵种使用只会看到武器变成紫色。
 +
|| {{code|TF_COND_SODAPOPPER_HYPE}}
 +
|-
 +
| 37 ||  [[First blood/zh-hans|第一滴血]]爆击效果
 +
|| {{code|TF_COND_CRITBOOSTED_FIRST_BLOOD}}
 +
|-
 +
| 38 ||  团队胜利爆击效果
 +
|| {{code|TF_COND_CRITBOOSTED_BONUS_TIME}}
 +
|-
 +
| 39 ||  夺取敌方[[Intelligence/zh-hans|情报]]后的爆击效果。
 +
|| {{code|TF_COND_CRITBOOSTED_CTF_CAPTURE}}
 +
|-
 +
| 40 ||  Crit boost from crit-on-kill weapons ([[Killing Gloves of Boxing]]).
 +
|| {{code|TF_COND_CRITBOOSTED_ON_KILL}}
 +
|-
 +
| 41 ||  只能使用近战武器 ({{item link|Buffalo Steak Sandvich}}).
 +
|| {{code|TF_COND_CANNOT_SWITCH_FROM_MELEE}}
 +
|-
 +
| 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 [[Mann vs. Machine#Robots|defensive buff]]. This is similar to condition 26, though without the icon above the health bar in the HUD.
 +
|| {{code|TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK}}
 +
|-
 +
| 43 ||  "Reprogrammed". This condition no longer functions. Previous behavior: swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
 +
|| {{code|TF_COND_REPROGRAMMED}}
 +
|-
 +
| 44 ||  [[Mmmph]] crit boost.
 +
|| {{code|TF_COND_CRITBOOSTED_RAGE_BUFF}}
 +
|-
 +
| 45 ||  [[Mmmph]] activation defense buff.
 +
|| {{code|TF_COND_DEFENSEBUFF_HIGH}}
 +
|-
 +
| 46 ||  [[Focus]] effect. This affects only Sniper primaries, but not the [[Classic]], the [[Huntsman]] or [[Fortified Compound|its reskin]]. All other weapons gain the lightning effects, however.
 +
|| {{code|TF_COND_SNIPERCHARGE_RAGE_BUFF}}
 +
|-
 +
| 47 ||  Causes the [[Enforcer]] to lose its 20% damage bonus, as when firing it to remove a disguise.
 +
|| {{code|TF_COND_DISGUISE_WEARINGOFF}}
 +
|-
 +
| 48 ||  Self marked for death (as with [[Rescue Ranger]] hauling).
 +
|| {{code|TF_COND_MARKEDFORDEATH_SILENT}}
 +
|-
 +
| 49 ||  Crouching causes the player to appear to be a [[Dispenser]] of the enemy team to enemy players. As a side effect, it 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 moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped.
 +
|| {{code|TF_COND_DISGUISED_AS_DISPENSER}}
 +
|-
 +
| 50 ||  Adds a sparking effect to the player's head (associated with [[sapping]] a [[Robots|Robot]] in [[Mann vs. Machine (game mode)|Mann vs. Machine]]). Applying to a BLU player in Mann vs. Machine allows them to be [[Backstab|backstabbed]] from any angle unless they are a giant.
 +
|| {{code|TF_COND_SAPPED}}
 +
|-
 +
| 51 ||  "Hidden" [[ÜberCharge]] (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like [[Robots]] on a [[Mann vs. Machine (game mode)|Mann vs. Machine]] wave before entering the arena).
 +
|| {{code|TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED}}
 +
|-
 +
| 52 ||  [[Canteen]] [[ÜberCharge]]. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection.
 +
|| {{code|TF_COND_INVULNERABLE_USER_BUFF}}
 +
|-
 +
| 53 ||  Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the map, a bomb appears on the player's head. This condition may cause users to crash if added on a map other than [[Ghost Fort]].
 +
|| {{code|TF_COND_HALLOWEEN_BOMB_HEAD}}
 +
|-
 +
| 54 ||  Player cannot move and hears the [[Ghost Fort]] dancing music. Any taunts performed are the [[Thriller]] taunt.
 +
|| {{code|TF_COND_HALLOWEEN_THRILLER}}
 +
|-
 +
| 55 ||  Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the [[Amputator]]. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point).
 +
|| {{code|TF_COND_RADIUSHEAL_ON_DAMAGE}}
 +
|-
 +
| 56 ||  Miscellaneous crit boost. Likely used for the [[Wheel of Fate]] Critical Hits effect.
 +
|| {{code|TF_COND_CRITBOOSTED_CARD_EFFECT}}
 +
|-
 +
| 57 ||  Miscellaneous [[ÜberCharge]]. Likely used for the [[Wheel of Fate]] ÜberCharge effect.
 +
|| {{code|TF_COND_INVULNERABLE_CARD_EFFECT}}
 +
|-
 +
| 58 ||  {{item link|Vaccinator}} UberCharge下的防弹效果
 +
|| {{code|TF_COND_MEDIGUN_UBER_BULLET_RESIST}}
 +
|-
 +
| 59 ||  {{item link|Vaccinator}} UberCharge下的抗爆效果
 +
|| {{code|TF_COND_MEDIGUN_UBER_BLAST_RESIST}}
 +
|-
 +
| 60 ||  {{item link|Vaccinator}} UberCharge下的抗火效果
 +
|| {{code|TF_COND_MEDIGUN_UBER_FIRE_RESIST}}
 +
|-
 +
| 61 ||  {{item link|Vaccinator}} 防弹效果
 +
|| {{code|TF_COND_MEDIGUN_SMALL_BULLET_RESIST}}
 +
|-
 +
| 62 ||  {{item link|Vaccinator}} 抗爆效果
 +
|| {{code|TF_COND_MEDIGUN_SMALL_BLAST_RESIST}}
 +
|-
 +
| 63 ||  {{item link|Vaccinator}} 抗火效果
 +
|| {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}}
 +
|-
 +
| 64 ||  Player cloaks immediately regardless of class. Used for the Invisibility [[Magic spells|Magic spell]].
 +
|| {{code|TF_COND_STEALTHED_USER_BUFF}}
 +
|-
 +
| 65 ||  未知
 +
|| {{code|TF_COND_MEDIGUN_DEBUFF}}
 +
|-
 +
| 66 ||  Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
 +
|| {{code|TF_COND_STEALTHED_USER_BUFF_FADING}}
 +
|-
 +
| 67 ||  免疫子弹(虽然它分别写了免疫方面,但实际效果就相当于UberCharge)
 +
|| {{code|TF_COND_BULLET_IMMUNE}}
 +
|-
 +
| 68 ||  免疫爆炸(虽然它分别写了免疫方面,但实际效果就相当于UberCharge)
 +
|| {{code|TF_COND_BLAST_IMMUNE}}
 +
|-
 +
| 69 ||  免疫火(虽然它分别写了免疫方面,但实际效果就相当于UberCharge)
 +
|| {{code|TF_COND_FIRE_IMMUNE}}
 +
|-
 +
| 70 ||  Player survives all damage until their health reaches 1, after 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.
 +
|| {{code|TF_COND_PREVENT_DEATH}}
 +
|-
 +
| 71 ||  MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
 +
|| {{code|TF_COND_MVM_BOT_STUN_RADIOWAVE}}
 +
|-
 +
| 72 ||  Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell.
 +
|| {{code|TF_COND_HALLOWEEN_SPEED_BOOST}}
 +
|-
 +
| 73 ||  [[Quick-Fix]]-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell.
 +
|| {{code|TF_COND_HALLOWEEN_QUICK_HEAL}}
 +
|-
 +
| 74 ||  Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the [[Medieval Mode|Medieval]] thirdperson shoulder view.
 +
|| {{code|TF_COND_HALLOWEEN_GIANT}}
 +
|-
 +
| 75 ||  Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in [[Carnival of Carnage]] and [[Gravestone]].
 +
|| {{code|TF_COND_HALLOWEEN_TINY}}
 +
|-
 +
| 76 ||  Player gains condition 77 upon death, used for when the player is in Hell.
 +
|| {{code|TF_COND_HALLOWEEN_IN_HELL}}
 +
|-
 +
| 77 ||  Player becomes a [[Ghost]]; can be reverted with {{code|removecond}}.
 +
|| {{code|TF_COND_HALLOWEEN_GHOST_MODE}}
 +
|-
 +
| 78 ||  Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (like the [[Cleaner's Carbine]] before the {{Patch name|12|17|2015}}), but is unused.
 +
|| {{code|TF_COND_MINICRITBOOSTED_ON_KILL}}
 +
|-
 +
| 79 ||  获得75%闪避概率 (闪避时会有原子能饮料的MISS!).
 +
|| {{code|TF_COND_OBSCURED_SMOKE}}
 +
|-
 +
| 80 ||  Player gains a parachute if airborne. Removed upon landing.
 +
|| {{code|TF_COND_PARACHUTE_ACTIVE}}
 +
|-
 +
| 81 ||  Player gains fire rate bonus on the [[Air Strike]].
 +
|| {{code|TF_COND_BLASTJUMPING}}
 +
|-
 +
| 82 ||  Player gains [[Carnival of Carnage|Bumper Car]] movement, controls and bumper car model. Associated HUD is not visible.
 +
|| {{code|TF_COND_HALLOWEEN_KART}}
 +
|-
 +
| 83 ||  Player's [[Field of View]] increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player.
 +
|| {{code|TF_COND_HALLOWEEN_KART_DASH}}
 +
|-
 +
| 84 ||  Player gains a larger head and lowered gravity.
 +
|| {{code|TF_COND_BALLOON_HEAD}}
 +
|-
 +
| 85 ||  Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added.
 +
|| {{code|TF_COND_MELEE_ONLY}}
 +
|-
 +
| 86 ||  Player can swim in air, and gains vision effects as if underwater or covered in Jarate.
 +
|| {{code|TF_COND_SWIMMING_CURSE}}
 +
|-
 +
| 87 ||  Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however.
 +
|| {{code|TF_COND_FREEZE_INPUT}}
 +
|-
 +
| 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.
 +
|| {{code|TF_COND_HALLOWEEN_KART_CAGE}}
 +
|-
 +
| 89 ||  Player is considered as holding a [[Mannpower]] powerup. Using the {{code|dropitem}} command ([[List of default keys|default key]]: {{Key|L}}) drops a powerup pickup (usually Strength) and removes this condition.
 +
|| {{code|TF_COND_DONOTUSE_0}}
 +
|-
 +
| 90 ||  Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_STRENGTH}}
 +
|-
 +
| 91 ||  Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_HASTE}}
 +
|-
 +
| 92 ||  Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_REGEN}}
 +
|-
 +
| 93 ||  Player gains a 50% resistance to all incoming damage, as well as an immunity to all critical hits. Used for the "Resistance" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_RESIST}}
 +
|-
 +
| 94 ||  Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_VAMPIRE}}
 +
|-
 +
| 95 ||  Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_REFLECT}}
 +
|-
 +
| 96 ||  Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_PRECISION}}
 +
|-
 +
| 97 ||  Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_AGILITY}}
 +
|-
 +
| 98 ||  Added when a player fires the [[Grappling Hook]]. Addition or removal via commands has no effect.
 +
|| {{code|TF_COND_GRAPPLINGHOOK}}
 +
|-
 +
| 99 ||  Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect.
 +
|| {{code|TF_COND_GRAPPLINGHOOK_SAFEFALL}}
 +
|-
 +
| 100 ||  Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing.
 +
|| {{code|TF_COND_GRAPPLINGHOOK_LATCHED}}
 +
|-
 +
| 101 ||  Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD.
 +
|| {{code|TF_COND_GRAPPLINGHOOK_BLEEDING}}
 +
|-
 +
| 102 ||  Added when a player activates their [[Dead Ringer]], giving them immunity to [[afterburn]].
 +
|| {{code|TF_COND_AFTERBURN_IMMUNE}}
 +
|-
 +
| 103 ||  Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to [[Buildings]]. Used for the "Knockout" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_KNOCKOUT}}
 +
|-
 +
| 104 ||  Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups.
 +
|| {{code|TF_COND_RUNE_IMBALANCE}}
 +
|-
 +
| 105 ||  Mannpower Crit powerup.
 +
|| {{code|TF_COND_CRITBOOSTED_RUNE_TEMP}}
 +
|-
 +
| 106 ||  Added whenever a player intercepts the Jack/Ball in the [[PASS Time]] gamemode. When added, displays the distortion effect.
 +
|| {{code|TF_COND_PASSTIME_INTERCEPTION}}
 +
|-
 +
| 107 ||  Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay.
 +
|| {{code|TF_COND_SWIMMING_NO_EFFECTS}}
 +
|-
 +
| 108 ||  "Purgatory", used for [[Eyeaduct]] when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when {{code|removecond}} was used.
 +
|| {{code|TF_COND_PURGATORY}}
 +
|-
 +
| 109 ||  Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
 +
|| {{code|TF_COND_RUNE_KING}}
 +
|-
 +
| 110 ||  The Plague powerup from Mannpower.
 +
|| {{code|TF_COND_RUNE_PLAGUE}}
 +
|-
 +
| 111 ||  The Supernova powerup from Mannpower.
 +
|| {{code|TF_COND_RUNE_SUPERNOVA}}
 +
|-
 +
| 112 ||  Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup.
 +
|| {{code|TF_COND_PLAGUE}}
 +
|-
 +
| 113 ||  The area-of-effect buffs from the King powerup from Mannpower.  Player gains an increase in health regen, fire rate, and reload rate.
 +
|| {{code|TF_COND_KING_BUFFED}}
 +
|-
 +
| 114 ||  Enables glow outlines on friendly players and buildings. Used when player respawns.
 +
|| {{code|TF_COND_TEAM_GLOWS}}
 +
|-
 +
| 115 ||  Used whenever a player is under the effects of [[Compression blast]]. Removed when the player touches the ground.
 +
|| {{code|TF_COND_KNOCKED_INTO_AIR}}
 +
|-
 +
| 116 ||  Applied when the player is on the competitive winner's podium.
 +
|| {{code|TF_COND_COMPETITIVE_WINNER}}
 +
|-
 +
| 117 ||  Applied when the player is on the loser team in competitive match summary. Prevents taunting.
 +
|| {{code|TF_COND_COMPETITIVE_LOSER}}
 +
|-
 +
| 118 ||  The healing debuff added by the Pyro's [[Flamethrower]].
 +
|| {{code|TF_COND_HEALING_DEBUFF}}
 +
|-
 +
| 119 ||  Applied when the player is carrying the Jack in [[PASS Time]] with no nearby teammates. Marks the player for death.
 +
|| {{code|TF_COND_PASSTIME_PENALTY_DEBUFF}}
 +
|-
 +
| 120 ||  Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic.
 +
|| {{code|TF_COND_GRAPPLED_TO_PLAYER}}
 +
|-
 +
| 121 ||  Unknown. Checked when attempting to set the target for a grappling hook.
 +
|| {{code|TF_COND_GRAPPLED_BY_PLAYER}}
 +
|-
 +
| 122 ||  Added when deploying the [[B.A.S.E. Jumper]].
 +
|| {{code|TF_COND_PARACHUTE_DEPLOYED}}
 +
|-
 +
| 123 ||  Gas coating effect from the [[Gas Passer]].
 +
|| {{code|TF_COND_GAS}}
 +
|-
 +
| 124 ||  Afterburn effect applied to Pyros when hit by the [[Dragon's Fury]] projectile.
 +
|| {{code|TF_COND_BURNING_PYRO}}
 +
|-
 +
| 125 ||  Applied when the boosters on the [[Thermal Thruster]] activate. Removed when the player touches the ground.
 +
|| {{code|TF_COND_ROCKETPACK}}
 +
|-
 +
| 126 ||  When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
 +
|| {{code|TF_COND_LOST_FOOTING}}
 +
|-
 +
| 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.
 +
|| {{code|TF_COND_AIR_CURRENT}}
 +
|-
 +
| 128 ||  Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed.
 +
|| {{code|TF_COND_HALLOWEEN_HELL_HEAL}}
 +
|-
 +
| 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.
 +
|| {{code|TF_COND_POWERUPMODE_DOMINANT}}
 +
|}
  
=== buddha() ===
+
{{note|若不设置持续时间,状态会持续永久,不过在玩家输入<code>removecond</code>后,死亡后或换职业后会消失,部分状态(例如5和11)会在接受治疗后消失。}}
防止玩家受到致死的伤害(仍旧会受伤,但并不会使你的生命值降到1以下)。
 
  
请注意在一些特殊的情况,你可能在这效果下,因持续性的伤害而死。
+
{{note|如果你输入无效的ID,会获得最邻近的ID提供的状态}}
  
=== currency_give ===
+
=== bot ===
[[Mann vs. Machine/zh-hans|曼恩对决机器模式]]中给予玩家指定数目的[[Credits/zh-hans|资金]]。资金的最大值为30000,过高的数目可能使服务器当机。
+
:''详细参考[[Bots/zh-hans|电脑玩家]]''
 +
 
 +
你可以通过指令生成Bot并给予Bot特定指令效果
  
例:<code>currency_give 10000</code>会给您10000的资金。输入负数则会扣除指定资金数目。
+
=== buddha ===
 +
使用后使用者不会死亡 (使用者仍然会受到伤害,但当生命值等于1时,不会受到任何伤害)。该指令为'''触发型(Toggle)'''指令
  
=== Debug commands ===
+
但仍然有极少数的方法可以杀死你,例如<code>kill</code>指令
Debug commands一般来说也是作弊码,他们经常被键入以测试游戏机能。有些值得注意的是:
 
*<tt>tf_debug_damage</tt>:在控制面板运行一列程序,显示出每个玩家所有受到的伤害,可以看出攻击距离和伤害值的关连。
 
*<tt>tf_debug_flamethrower</tt>:让你看见火焰攻击到敌人时的火焰粒子攻击方格,和视觉信息。
 
  
=== firstperson ===
+
=== Debug指令 ===
只是从第三人称转回第一人称而已(比方说从[[Bonk! Atomic Punch/zh-hans|Bonk! 原子能量饮料]]或作弊码 <tt>[[cheats#thirdperson|thirdperson]]</tt> 转回)。
+
Debug指令一般是用于测试游戏机制的,属于作弊指令,需要<code>sv_cheats 1</code>
 +
* <code>tf_debug_damage</code>: 每次有玩家受到伤害时,会在控制台输出一系列关于此次伤害的信息,例如伤害值,伤害类型,攻击者等
 +
* <code>tf_debug_flamethrower</code>:  输入后可以看到[[Flame_Thrower/zh-hans|火焰喷射器]]的火焰粒子的判定盒,蓝色的盒子是真实的判定盒,红色的盒子是玩家看到的火焰粒子的位置
  
 
=== hurtme ===
 
=== hurtme ===
让使用者受到伤害。<tt>hurtme</tt> 指令后必须要打一个参数,像是 <tt>hurtme 50</tt>。有时玩家键入超过原先生命值得参数后,HUD会不正常的显示出来。
+
使用后使用者会受到伤害。输入<code>hurtme</code>后必须输入数字,例如<code>hurtme 50</code>会让你失去50点生命值。玩家可以通过输入'''负值'''来获得[[Healing/zh-hans#超量治疗|超量治疗]]。但如果你输入的数值太小,则会死亡。
  
 
=== impulse ===
 
=== impulse ===
"<tt>impulse</tt>"指令可同时作为作弊功用和非作弊功用 (最常见的非作弊功用是[[sprays|喷漆]],键入<tt>impulse 201</tt>)。"<tt>impulse</tt>"指令后必须要键入一个参数,像是<tt>impulse 101</tt>。 不同的参数有不同的效果,详见下表。
+
<code>impulse</code>指令有一部分是作弊指令,另一部分不是作弊指令(你们熟悉的[[Sprays/zh-hans|喷漆]]其实就是<code>impulse 201</code>指令)。输入<code>impulse</code>后必须再输入一个数字,例如<code>impulse 101</code>。不同的数字会给你提供不同的效果。
*<tt>100</tt>: 打开手电筒,但是服务器必须要键入 mp_flashlight,键入参数 1 开启,impulse 100 指令才有用。
+
{| class="wikitable grid"
*<tt>101</tt>: 补满所有武器弹药和生命值(就像去重生柜一样)。
+
! class="header" | ID
*<tt>102</tt>: 骷颅头粒子效果
+
! class="header" | 效果
*<tt>106</tt>: 辨别你所指着的模块
+
|-
*<tt>107</tt>: 辨别你所指着的材质
+
| 101 ||  生命值与弹药回满,有充能的武器能量充满([[Mad_Milk/zh-hans|疯狂的牛奶]],[[Buff_Banner/zh-hans|战旗]]等,但不包括[[Stickybomb_Launcher/zh-hans|黏弹发射器]]的蓄力)
*<tt>200</tt>: 做出切换至现在所持武器的动作
+
|-
*<tt>201</tt>: 喷漆
+
| 102 ||  脚底下产生骷髅头
*<tt>202</tt>: 若玩家已设定<code>cl_customsounds 1</code>则播放指定音效,此音效透过<code>cl_soundfile filename.wav</code>设定。
+
|-
*<tt>203</tt>: 移除准心指到的对象(效果就像 ent_fire _____ kill 指令一样,但是不会有 "Removed [entity name] (Name)" 的讯息出现在控制面板中)
+
| 106 ||  在控制台输出玩家准星指着的物品的属性
 +
|-
 +
| 107 ||  在控制台输出玩家准星指着的物品的材质名称
 +
|-
 +
| 200 ||  播放玩家掏出武器的动画,第一次使用时第三人称的武器会消失
 +
|-
 +
| 201 ||  喷漆
 +
|-
 +
| 202 ||  Plays a custom sound to players who have set <code>cl_customsounds 1</code>. The sound is configured using <code>cl_soundfile filename.wav</code>.
 +
|-
 +
| 203 ||  删除玩家准星指着的物品。类似于<code>ent_remove</code>和<code>ent_fire xxx kill</code>,但不会在控制台输出被删除物品的属性。
 +
|-
 +
| 221-239 ||  如果玩家是一名[[Spy/zh-hans|间谍]],使用后会进行[[Disguise/zh-hans|伪装]]。221-229会伪装成[[RED/zh-hans|红队]],231-239会伪装成[[BLU/zh-hans|蓝队]],230是无效ID。221-红队侦察兵,222-红队狙击手,223-红队士兵,224-红队爆破手,225-红队医生,226-红队机枪手,227-红队火焰兵,228-红队间谍,229-红队工程师。231-蓝队侦察兵,232-蓝队狙击手,233-蓝队士兵,234-蓝队爆破手,235-蓝队医生,236-蓝队机枪手,237-蓝队火焰兵,238-蓝队间谍,239-蓝队工程师。
 +
|}
  
 
=== noclip ===
 
=== noclip ===
让玩家可漂浮和穿墙,彷佛是观察者模式一样。
+
使用后使用者可以飞行,任意穿过任何墙体。该指令为'''触发型(Toggle)'''指令。但使用者仍然会被地图杀杀死,例如地图[[Mannhattan|mvm_mannhattan]]中的绞肉机。
  
 
=== thirdperson ===
 
=== thirdperson ===
让你的视角切换至第三人称,键入 <tt>thirdperson</tt> 就可以办到了。可以透过键入 <tt>[[cheats#firstperson|firstperson]]</tt> 作弊码或做出嘲讽来解除。
+
使用该指令后会进入第三人称模式,如果在第三人称模式下取消嘲讽,则会切换回第一人称模式。
 +
 
 +
=== firstperson ===
 +
使用该指令后会进入第一人称模式。
 +
 
 +
=== currency_give ===
 +
使用后会给予使用者在[[Mann_vs._Machine/zh-hans|曼恩 vs. 机器模式]]中使用的[[Credits/zh-hans|金钱]],例如,输入<code>currency_give 3000</code>会给予你$3000。正常情况下,MvM中最多允许携带$30000,所以输入<code>currency_give 3000000</code>只会给予你$30000。如果你输入一个'''负值''',则会扣钱。
 +
 
 +
=== ent_create ===
 +
{{Hatnote|See also: {{vdc|List of Team Fortress 2 Entities}}}}
 +
 
 +
:{{cvar|'''ent_create entity_soldier_statue'''}} - spawns [[Soldier statue]].
 +
:{{cvar|'''ent_create merasmus'''}} - spawns [[Merasmus]].
 +
:{{cvar|'''ent_create eyeball_boss'''}} - spawns a BLU team-colored [[Monoculus]] just like the one summoned from the Helltower spell.
 +
:{{cvar|'''ent_create headless_hatman'''}} - spawns [[Horseless Headless Horsemann]]
 +
:{{cvar|'''ent_create tf_zombie'''}} - spawns [[skeletons]]. Before the [[Scream Fortress 2013|Scream Fortress Fifth Annual Helloween Special]], this would spawn a random class wearing a [[Voodoo-Cursed Soul]], with an invisible melee weapon. Use the '''teamnum''' parameter to change the spawned skeleton's class.
 +
::Additional entity Keyvalues (Halloween Bosses):
 +
:::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the Skeleton(s) attack both teams.
 +
:::{{cvar|'''modelscale <float>'''}} - Sets boss scale.
 +
:::Examples
 +
::::{{cvar|'''ent_create eyeball_boss teamnum 2 modelscale 5'''}} - Spawns Huge Monoculus on the RED team, using a red skin and only attacking BLU team members
 +
::::{{cvar|'''ent_create eyeball_boss teamnum 5'''}} - Spawns the original Monoculus boss.
 +
:{{cvar|'''ent_create tf_spell_pickup'''}} - Spawns a Halloween spellbook which grants the player a random magic spell when picked up, see [[Magic spells]].
 +
::Additional entity Keyvalues (tf_spell_pickup):
 +
:::{{cvar|'''tier <0/1>'''}} - Spellbook Type 0 - Normal, 1 - Rare.
 +
:::Examples
 +
::::{{cvar|'''ent_create tf_spell_pickup tier 1'''}} - Spawns a rare spellbook which grants the player a random rare magic spell when picked up, see [[Magic spells#Rare Magic Spells|Rare Magic Spells]].
 +
:{{cvar|'''ent_create tf_halloween_pickup'''}} - Spawns a Duck from [[Carnival of Carnage]]. These ducks respawn after 10 seconds of being picked up.
 +
:{{cvar|'''ent_create tf_pumpkin_bomb'''}} - Spawns a [[Pumpkin Bomb]].
 +
:{{cvar|'''ent_create tank_boss'''}} - Spawns a [[Tank Robot]] from Mann Vs. Machine. On Payload maps, the tank attempts to follow the cart's path. If the tank collides with the cart, it explodes and drops money.
 +
::Additional entity keyvalues (tank_boss):
 +
:::{{cvar|'''speed <number>'''}} - Sets movement speed the tank.
 +
:::{{cvar|'''modelscale <float>'''}} - Sets tank scale.
 +
:::{{cvar|'''health <number>'''}} - Sets tank health.
 +
:::Examples
 +
::::{{cvar|'''ent_create tank_boss speed 1'''}} - Spawns an extremely slow moving MvM Tank.
 +
::::{{cvar|'''ent_create tank_boss modelscale 5'''}} - Spawn a gigantic MvM Tank.
 +
::::{{cvar|'''ent_create tank_boss health 100'''}} - Spawns a MvM Tank with 100 health.
 +
::::{{cvar|'''ent_create tank_boss speed 999 modelscale 2 health 100000'''}} - Spawns a big, extremely fast moving MvM Tank with a lot of health.
 +
:{{cvar|'''ent_create ghost'''}} - Spawns a Ghost. It usually disappears or falls through the map, depending on the location.
 +
:{{cvar|'''ent_create item_powerup_rune'''}} - Spawns a Strength powerup, see [[Mannpower#Powerups]].
 +
:{{cvar|'''ent_create npc_handgrenade'''}} - Spawns a grenade that explodes instantly, dealing splash damage.
 +
:{{cvar|'''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.
 +
:{{cvar|'''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):
 +
:::{{cvar|'''gametype <0/1/2/3/4/5/6>'''}} - Gamemode 1 - CTF, 2 - MVM, 3 - Invade, 4 - SD, 5 - RD, 6 - PD.
 +
:::{{cvar|'''teamnum <0/2/3>'''}} - Team Number (Any/RED/BLU) If set to 0, the flag spawned is white, and can be picked up by both teams.
 +
:::{{cvar|'''model <string>'''}} - Sets flag's model path.
 +
:{{cvar|'''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:
 +
:::{{cvar|'''solid <0/2/6>'''}} - Prop's collisions 0 - Not Solid, 2 - Use Bounding Box, 6 - Use VPhysics.
 +
:::{{cvar|'''model <string>'''}} - Sets prop's model path.
 +
:::{{cvar|'''modelscale <float>'''}} - Sets model scale.
 +
:::{{cvar|'''defaultanim <string>'''}} - Sets prop's animation path.
 +
:{{cvar|'''ent_create ambient_generic message ui/gamestartup18.mp3 health 10'''}} - spawns [[Rise of the Living Bread (Soundtrack)|Rise of the Living Bread]] music or any sound from the game.
 +
::Additional entity keyvalues (ambient_generic):
 +
:::{{cvar|'''message <string>'''}} - Sets sound path.
 +
:::{{cvar|'''health <float>'''}} - Sound volume.
 +
:::{{cvar|'''pitch <float>'''}} - Sound pitch.
 +
:{{cvar|'''ent_create obj_sentrygun'''}} - spawns in a level 1 [[Sentry Gun]] where the player is aiming
 +
:{{cvar|'''ent_create obj_dispenser'''}} - spawns in a level 1 [[Dispenser]] where the player is aiming
 +
:{{cvar|'''ent_create obj_teleporter'''}} - spawns in a level 1 [[Teleporters|Teleporter]] where the player is aiming
 +
::Additional entity keyvalues (Engineer Buildings):
 +
:::{{cvar|'''modelscale <float>'''}} - Sets model scale.
 +
:::{{cvar|'''teamnum <2/3>'''}} - Team Number (RED/BLU) (If 0 is used, it spawns a sentry on the Unassigned team and can be attacked by both teams).
 +
:::{{cvar|'''defaultupgrade <0/1/2>'''}} -  Building Level (1/2/3)
 +
:::{{cvar|'''spawnflags <number>'''}} - Examples include '''spawnflags 2''' for invulnerability, '''4''' to make the building upgradable, and '''8''' to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effects, for example, '''14''' would make the building invulnerable, upgradable, and have infinite ammo. This can also be used on any other entity that has the spawnflags output.
 +
:::Examples
 +
::::{{cvar|'''ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8'''}} - spawns a level 3 RED Sentry Gun with infinite ammo
 +
:{{cvar|'''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):
 +
:::{{cvar|'''effect_name <string>'''}} - Sets Particles, see [https://developer.valvesoftware.com/wiki/List_of_TF2_Particles VDC Particle List].
 +
:{{cvar|'''ent_create light_dynamic'''}} - spawns dynamic light.
 +
::Additional entity keyvalues (light_dynamic):
 +
:::{{cvar|'''_light (<Red> <Green> <Blue> <Alpha>)'''}} - Sets the light color.
 +
:::{{cvar|'''brightness <float>'''}} - Sets the light brightness.
 +
:::{{cvar|'''distance <float>'''}} - Sets the light distance.
 +
:::{{cvar|'''style <float>'''}} - Sets the light style, See [https://developer.valvesoftware.com/wiki/Light_dynamic#Appearances VDC Light Appearances].
 +
:::Examples
 +
::::{{cvar|'''ent_create light_dynamic distance 256 brightness 10 style 2 _light "255 255 255 255"'''}} - spawns a white strong pulse light that has full bright and small distance
 +
 
 +
{{note|Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.}}
 +
 
 +
{{note|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 at, such 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 match, such 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 example, '''ent_fire team_round_timer addtime -60''' removes 60 seconds from the clock.
 +
:'''ent_fire team_round_timer pause/resume''', pauses/unpauses the timer.
 +
:'''ent_fire team_round_timer disable/enable''', disables/enables the timer. If disabled, the 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''' forced all players to scream
 +
 
 +
=== Power Play ===
 +
{{bilibili|561701112|{{steamid|76561197960435530|罗宾 沃克}}使用[[Valve_(quality)|V社火箭发射器]]屠杀玩家的视频}}
 +
'''Power play''' 是只有[[Valve/zh-hans|V社]]员工才可以使用的指令,即使服务器不允许使用作弊指令,他们仍然可以使用该指令。使用<code>condump_on</code>和<code>condump_off</code>可以开启或关闭Power Play模式。如果在指令后输入数字,则会产生不同的效果,例如<code>condump_on 1</code>可以让开发者所在团队的每一个玩家都会获得Power Play效果。激活Power Play时,会获得所有[[Medi_Gun/zh-hans|医疗枪]]的[[ÜberCharge/zh-hans|ÜberCharge]]效果,并获得高速射击武器的能力,而且经常会发出邪恶的笑声与嘲讽的声音。
 +
 
 +
Power Play的更新曾造成了很多医疗枪的BUG。
 +
 
 +
目前只有以下九名员工可以使用该指令:
 +
{| class="wikitable grid"
 +
! class="header" | 姓名
 +
! class="header" | Steam主页
 +
|-
 +
|Robin Walker
 +
|[http://steamcommunity.com/profiles/76561197960435530 76561197960435530]
 +
|-
 +
|Erik Johnson
 +
|[http://steamcommunity.com/profiles/76561197960265731 76561197960265731]
 +
|-
 +
|Eric Smith
 +
|[http://steamcommunity.com/profiles/76561197960265749 76561197960265749]
 +
|-
 +
|Matt Boone
 +
|[http://steamcommunity.com/profiles/76561197962783665 76561197962783665]
 +
|-
 +
|Dhabih Eng
 +
|[http://steamcommunity.com/profiles/76561197991390878 76561197991390878]
 +
|-
 +
|StupidRatCreature
 +
|[http://steamcommunity.com/profiles/76561197979187556 76561197979187556]
 +
|-
 +
|driller
 +
|[http://steamcommunity.com/profiles/76561197960269040 76561197960269040]
 +
|-
 +
|Tony Paloma
 +
|[http://steamcommunity.com/profiles/76561197968459473 76561197968459473]
 +
|-
 +
|Jill
 +
|[http://steamcommunity.com/profiles/76561197989728462 76561197989728462]
 +
|}
 +
 
 +
'''其他关于PowerPlay的内容:''' [https://forums.alliedmods.net/showthread.php?p=1377707 SourceMod实现PowerPlay],[https://tf2maps.net/threads/vscript-main_things-fun-commands-mtfc.48768/#post-499542 Vsript实现PowerPlay]
  
== 参见 ==
+
== 相关链接 ==
* [[List of useful console commands/zh-hans|有用的控制面板指令]]
+
* [[List_of_useful_console_commands/zh-hans|常用的控制台指令]]
 
* [[Scripting/zh-hans|脚本]]
 
* [[Scripting/zh-hans|脚本]]
  
 
[[Category:Gameplay/zh-hans]]
 
[[Category:Gameplay/zh-hans]]

Latest revision as of 16:00, 1 May 2024

不要将这些指令和开挂行为混淆, 开挂是描述使用第三方程序或对游戏数据进行重大更改以获得不公平优势的游戏术语
作弊到头来,只会让你失败而已。
狙击手

任何玩家可以通过在控制台输入 sv_cheats 1 指令进入作弊模式

开挂是绝对禁止的,而每一名玩家都有资格使用以下所有作弊码(当然,只有在服务器允许时才可以使用)

作弊模式下,玩家不会获得任何成就,但仍然可以获得随机物品掉落

请放心使用sv_cheats 1 指令,因为它不会让你被VAC反作弊系统封禁

作弊码列表

addcond

使用 addcond 指令会让玩家获得特定buff和debuff状态。在使用时, addcond 指令后必须添加一个数字,例如: addcond 5可以赋予你医疗枪ÜberCharge

在这个数字之后再输入一个数字可以设置有效时长,例如: addcond 5 10,这里的10就代表效果ÜberCharge持续时间为10秒。

如果你想删除这些状态,可以使用这条指令: removecond + 效果代码,例如: removecond 5可以移除刚刚获得的ÜberCharge

电脑玩家也可以获得这些状态,只需要输入 bot_command + addcond

以下是《军团要塞2》中所有的状态:

ID 状态效果 状态名称
0 转轮机枪预热时的减速效果以及狙击步枪开镜瞄准时的减速效果。其他职业使用后会减速并进入平民状态 TF_COND_AIMING
1 狙击步枪的瞄准镜效果。如果你在第三人称模式下使用,玩家模型会消失。 TF_COND_ZOOMED
2 伪装的烟雾效果。 TF_COND_DISGUISING
3 显示间谍伪装的效果。 TF_COND_DISGUISED
4 隐形效果。间谍获得该状态会使用隐形手表,但没有隐身音效。其他职业获得该状态后会隐形一小段时间并立即解除隐形 TF_COND_STEALTHED
5 医疗枪ÜberCharge。在获得补给器推车模式中的推车和医生的治疗后会立即消失。获取该状态并被一名医生治疗时,这名医生的医疗枪产生的ÜberCharge耗尽时,该状态也随之消失。医生的自我治疗不会使这个状态消失。 TF_COND_INVULNERABLE
6 使用传送装置后身体周围的烟雾粒子效果。 TF_COND_TELEPORTED
7 进入嘲讽状态,但使用后没有任何反应。但使用removecond 7会停止你的嘲讽动作。 TF_COND_TAUNTING
8 如果一名玩家有ÜberCharge效果,会获得ÜberCharge即将耗尽时的闪动效果。 TF_COND_INVULNERABLE_WEARINGOFF
9 隐身时的闪动效果,使用后效果会被立即移除。 TF_COND_STEALTHED_BLINK
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
11 Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5. TF_COND_CRITBOOSTED
12 Intended to be a temporary damage buff. Does nothing. TF_COND_TMPDAMAGEBONUS
13 Dead Ringer Cloak defense buff, works with any watch as Spy. Automatically adds condition 4. TF_COND_FEIGN_DEATH
14 原子能饮料效果 TF_COND_PHASE
15 Intended to be the Stunned effect, but simply adds the slowing effect icon in the HUD without any change to movement speed. Can be used with removecond to remove a stun. TF_COND_STUNNED
16 战旗效果 TF_COND_OFFENSEBUFF
17 冲锋盾效果。使用该指令后角色会在一定限度范围内向前移动,如果你在爆破手身上使用该指令的话,其速度会增加到750HU每秒,且当期护盾充能条打空后,指令的效果将会失效。 TF_COND_SHIELD_CHARGE
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. TF_COND_DEMO_BUFF
19 爆击可乐水牛排三明治扫荡者卡宾效果 TF_COND_ENERGY_BUFF
20 Medicating Melody effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists). TF_COND_RADIUSHEAL
21 Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect. TF_COND_HEALTH_BUFF
22 Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn. TF_COND_BURNING
23 Intended to indicate Overhealing. Does nothing. TF_COND_HEALTH_OVERHEALED
24 瓶手道效果 TF_COND_URINE
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding. TF_COND_BLEEDING
26 军队的支援效果 TF_COND_DEFENSEBUFF
27 疯狂的牛奶效果 TF_COND_MAD_MILK
28 Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5. TF_COND_MEGAHEAL
29 征服者战旗效果 TF_COND_REGENONDAMAGEBUFF
30 军配扇效果(打上死亡标记) TF_COND_MARKEDFORDEATH
31 迷你爆击效果,但只有迷你爆击的声音和命中提示,且玩家并不能自己恢复 TF_COND_NOHEALINGDAMAGEBUFF
32 指挥官的军鞭加速效果。 TF_COND_SPEED_BOOST
33 拾取万圣节南瓜的爆击效果。 TF_COND_CRITBOOSTED_PUMPKIN
34 增益水壶完全爆击效果。会使步哨枪射速提升。 TF_COND_CRITBOOSTED_USER_BUFF
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
36 提供苏打炮手的多段跳跃效果。侦察兵以外的兵种使用只会看到武器变成紫色。 TF_COND_SODAPOPPER_HYPE
37 第一滴血爆击效果 TF_COND_CRITBOOSTED_FIRST_BLOOD
38 团队胜利爆击效果 TF_COND_CRITBOOSTED_BONUS_TIME
39 夺取敌方情报后的爆击效果。 TF_COND_CRITBOOSTED_CTF_CAPTURE
40 Crit boost from crit-on-kill weapons (Killing Gloves of Boxing). TF_COND_CRITBOOSTED_ON_KILL
41 只能使用近战武器 (水牛排三明治). TF_COND_CANNOT_SWITCH_FROM_MELEE
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 26, though without the icon above the health bar in the HUD. TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
43 "Reprogrammed". This condition no longer functions. Previous behavior: swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds. TF_COND_REPROGRAMMED
44 Mmmph crit boost. TF_COND_CRITBOOSTED_RAGE_BUFF
45 Mmmph activation defense buff. TF_COND_DEFENSEBUFF_HIGH
46 Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or its reskin. All other weapons gain the lightning effects, however. TF_COND_SNIPERCHARGE_RAGE_BUFF
47 Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise. TF_COND_DISGUISE_WEARINGOFF
48 Self marked for death (as with Rescue Ranger hauling). TF_COND_MARKEDFORDEATH_SILENT
49 Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it 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 moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped. TF_COND_DISGUISED_AS_DISPENSER
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
51 "Hidden" ÜberCharge (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena). TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
52 Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. TF_COND_INVULNERABLE_USER_BUFF
53 Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the map, a bomb appears on the player's head. This condition may cause users to crash if added on a map other than Ghost Fort. TF_COND_HALLOWEEN_BOMB_HEAD
54 Player cannot move and hears the Ghost Fort dancing music. Any taunts performed are the Thriller taunt. TF_COND_HALLOWEEN_THRILLER
55 Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point). TF_COND_RADIUSHEAL_ON_DAMAGE
56 Miscellaneous crit boost. Likely used for the Wheel of Fate Critical Hits effect. TF_COND_CRITBOOSTED_CARD_EFFECT
57 Miscellaneous ÜberCharge. Likely used for the Wheel of Fate ÜberCharge effect. TF_COND_INVULNERABLE_CARD_EFFECT
58 疫苗注射枪 UberCharge下的防弹效果 TF_COND_MEDIGUN_UBER_BULLET_RESIST
59 疫苗注射枪 UberCharge下的抗爆效果 TF_COND_MEDIGUN_UBER_BLAST_RESIST
60 疫苗注射枪 UberCharge下的抗火效果 TF_COND_MEDIGUN_UBER_FIRE_RESIST
61 疫苗注射枪 防弹效果 TF_COND_MEDIGUN_SMALL_BULLET_RESIST
62 疫苗注射枪 抗爆效果 TF_COND_MEDIGUN_SMALL_BLAST_RESIST
63 疫苗注射枪 抗火效果 TF_COND_MEDIGUN_SMALL_FIRE_RESIST
64 Player cloaks immediately regardless of class. Used for the Invisibility Magic spell. TF_COND_STEALTHED_USER_BUFF
65 未知 TF_COND_MEDIGUN_DEBUFF
66 Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during 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
67 免疫子弹(虽然它分别写了免疫方面,但实际效果就相当于UberCharge) TF_COND_BULLET_IMMUNE
68 免疫爆炸(虽然它分别写了免疫方面,但实际效果就相当于UberCharge) TF_COND_BLAST_IMMUNE
69 免疫火(虽然它分别写了免疫方面,但实际效果就相当于UberCharge) TF_COND_FIRE_IMMUNE
70 Player survives all damage until their health reaches 1, after 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
71 MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). TF_COND_MVM_BOT_STUN_RADIOWAVE
72 Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell. TF_COND_HALLOWEEN_SPEED_BOOST
73 Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell. TF_COND_HALLOWEEN_QUICK_HEAL
74 Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view. TF_COND_HALLOWEEN_GIANT
75 Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone. TF_COND_HALLOWEEN_TINY
76 Player gains condition 77 upon death, used for when the player is in Hell. TF_COND_HALLOWEEN_IN_HELL
77 Player becomes a Ghost; can be reverted with removecond. TF_COND_HALLOWEEN_GHOST_MODE
78 Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (like the Cleaner's Carbine before the 2015年12月17日补丁), but is unused. TF_COND_MINICRITBOOSTED_ON_KILL
79 获得75%闪避概率 (闪避时会有原子能饮料的MISS!). TF_COND_OBSCURED_SMOKE
80 Player gains a parachute if airborne. Removed upon landing. TF_COND_PARACHUTE_ACTIVE
81 Player gains fire rate bonus on the Air Strike. TF_COND_BLASTJUMPING
82 Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not visible. TF_COND_HALLOWEEN_KART
83 Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player. TF_COND_HALLOWEEN_KART_DASH
84 Player gains a larger head and lowered gravity. TF_COND_BALLOON_HEAD
85 Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added. TF_COND_MELEE_ONLY
86 Player can swim in air, and gains vision effects as if underwater or covered in Jarate. TF_COND_SWIMMING_CURSE
87 Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however. TF_COND_FREEZE_INPUT
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
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. TF_COND_DONOTUSE_0
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
91 Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode. TF_COND_RUNE_HASTE
92 Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode. TF_COND_RUNE_REGEN
93 Player gains a 50% resistance to all incoming damage, as well as an immunity to all critical hits. Used for the "Resistance" powerup in Mannpower mode. TF_COND_RUNE_RESIST
94 Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode. TF_COND_RUNE_VAMPIRE
95 Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode. TF_COND_RUNE_REFLECT
96 Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. TF_COND_RUNE_PRECISION
97 Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode. TF_COND_RUNE_AGILITY
98 Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. TF_COND_GRAPPLINGHOOK
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
100 Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing. TF_COND_GRAPPLINGHOOK_LATCHED
101 Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD. TF_COND_GRAPPLINGHOOK_BLEEDING
102 Added when a player activates their Dead Ringer, giving them immunity to afterburn. TF_COND_AFTERBURN_IMMUNE
103 Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode. TF_COND_RUNE_KNOCKOUT
104 Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. TF_COND_RUNE_IMBALANCE
105 Mannpower Crit powerup. TF_COND_CRITBOOSTED_RUNE_TEMP
106 Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect. TF_COND_PASSTIME_INTERCEPTION
107 Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay. TF_COND_SWIMMING_NO_EFFECTS
108 "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used. TF_COND_PURGATORY
109 Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode. TF_COND_RUNE_KING
110 The Plague powerup from Mannpower. TF_COND_RUNE_PLAGUE
111 The Supernova powerup from Mannpower. TF_COND_RUNE_SUPERNOVA
112 Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup. TF_COND_PLAGUE
113 The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate. TF_COND_KING_BUFFED
114 Enables glow outlines on friendly players and buildings. Used when player respawns. TF_COND_TEAM_GLOWS
115 Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. TF_COND_KNOCKED_INTO_AIR
116 Applied when the player is on the competitive winner's podium. TF_COND_COMPETITIVE_WINNER
117 Applied when the player is on the loser team in competitive match summary. Prevents taunting. TF_COND_COMPETITIVE_LOSER
118 The healing debuff added by the Pyro's Flamethrower. TF_COND_HEALING_DEBUFF
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
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
121 Unknown. Checked when attempting to set the target for a grappling hook. TF_COND_GRAPPLED_BY_PLAYER
122 Added when deploying the B.A.S.E. Jumper. TF_COND_PARACHUTE_DEPLOYED
123 Gas coating effect from the Gas Passer. TF_COND_GAS
124 Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. TF_COND_BURNING_PYRO
125 Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. TF_COND_ROCKETPACK
126 When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving. TF_COND_LOST_FOOTING
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
128 Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed. TF_COND_HALLOWEEN_HELL_HEAL
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

Pictogram comment.png 若不设置持续时间,状态会持续永久,不过在玩家输入removecond后,死亡后或换职业后会消失,部分状态(例如5和11)会在接受治疗后消失。

Pictogram comment.png 如果你输入无效的ID,会获得最邻近的ID提供的状态

bot

详细参考电脑玩家

你可以通过指令生成Bot并给予Bot特定指令效果

buddha

使用后使用者不会死亡 (使用者仍然会受到伤害,但当生命值等于1时,不会受到任何伤害)。该指令为触发型(Toggle)指令

但仍然有极少数的方法可以杀死你,例如kill指令

Debug指令

Debug指令一般是用于测试游戏机制的,属于作弊指令,需要sv_cheats 1

  • tf_debug_damage: 每次有玩家受到伤害时,会在控制台输出一系列关于此次伤害的信息,例如伤害值,伤害类型,攻击者等
  • tf_debug_flamethrower: 输入后可以看到火焰喷射器的火焰粒子的判定盒,蓝色的盒子是真实的判定盒,红色的盒子是玩家看到的火焰粒子的位置

hurtme

使用后使用者会受到伤害。输入hurtme后必须输入数字,例如hurtme 50会让你失去50点生命值。玩家可以通过输入负值来获得超量治疗。但如果你输入的数值太小,则会死亡。

impulse

impulse指令有一部分是作弊指令,另一部分不是作弊指令(你们熟悉的喷漆其实就是impulse 201指令)。输入impulse后必须再输入一个数字,例如impulse 101。不同的数字会给你提供不同的效果。

ID 效果
101 生命值与弹药回满,有充能的武器能量充满(疯狂的牛奶战旗等,但不包括黏弹发射器的蓄力)
102 脚底下产生骷髅头
106 在控制台输出玩家准星指着的物品的属性
107 在控制台输出玩家准星指着的物品的材质名称
200 播放玩家掏出武器的动画,第一次使用时第三人称的武器会消失
201 喷漆
202 Plays a custom sound to players who have set cl_customsounds 1. The sound is configured using cl_soundfile filename.wav.
203 删除玩家准星指着的物品。类似于ent_removeent_fire xxx kill,但不会在控制台输出被删除物品的属性。
221-239 如果玩家是一名间谍,使用后会进行伪装。221-229会伪装成红队,231-239会伪装成蓝队,230是无效ID。221-红队侦察兵,222-红队狙击手,223-红队士兵,224-红队爆破手,225-红队医生,226-红队机枪手,227-红队火焰兵,228-红队间谍,229-红队工程师。231-蓝队侦察兵,232-蓝队狙击手,233-蓝队士兵,234-蓝队爆破手,235-蓝队医生,236-蓝队机枪手,237-蓝队火焰兵,238-蓝队间谍,239-蓝队工程师。

noclip

使用后使用者可以飞行,任意穿过任何墙体。该指令为触发型(Toggle)指令。但使用者仍然会被地图杀杀死,例如地图mvm_mannhattan中的绞肉机。

thirdperson

使用该指令后会进入第三人称模式,如果在第三人称模式下取消嘲讽,则会切换回第一人称模式。

firstperson

使用该指令后会进入第一人称模式。

currency_give

使用后会给予使用者在曼恩 vs. 机器模式中使用的金钱,例如,输入currency_give 3000会给予你$3000。正常情况下,MvM中最多允许携带$30000,所以输入currency_give 3000000只会给予你$30000。如果你输入一个负值,则会扣钱。

ent_create

See also: List of Team Fortress 2 Entities ,源于 Valve 开发者社区
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 Horsemann
ent_create tf_zombie - spawns skeletons. Before the Scream Fortress Fifth Annual Helloween Special, this would spawn a random class wearing a Voodoo-Cursed Soul, with an invisible melee weapon. 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 0, the Skeleton(s) attack both teams.
modelscale <float> - Sets boss scale.
Examples
ent_create eyeball_boss teamnum 2 modelscale 5 - Spawns Huge Monoculus on the RED team, using a red skin and only attacking BLU team members
ent_create eyeball_boss teamnum 5 - Spawns the original Monoculus boss.
ent_create tf_spell_pickup - Spawns a Halloween spellbook which grants the player a random magic spell when picked up, see Magic spells.
Additional entity Keyvalues (tf_spell_pickup):
tier <0/1> - Spellbook Type 0 - Normal, 1 - Rare.
Examples
ent_create tf_spell_pickup tier 1 - Spawns a rare spellbook which grants the player a random rare magic spell when picked up, see Rare Magic Spells.
ent_create tf_halloween_pickup - Spawns a Duck from Carnival of Carnage. These ducks 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 maps, the tank attempts to follow the cart's path. If the tank collides with the cart, it explodes and drops money.
Additional entity keyvalues (tank_boss):
speed <number> - Sets movement speed the tank.
modelscale <float> - 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 big, extremely fast moving MvM Tank with a lot of health.
ent_create ghost - Spawns a Ghost. It usually disappears or falls through the map, depending on the location.
ent_create item_powerup_rune - Spawns a Strength powerup, see Mannpower#Powerups.
ent_create npc_handgrenade - Spawns a grenade that explodes instantly, dealing 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 - CTF, 2 - MVM, 3 - Invade, 4 - SD, 5 - RD, 6 - PD.
teamnum <0/2/3> - Team Number (Any/RED/BLU) If set to 0, the flag spawned is white, and can be picked up by both teams.
model <string> - Sets flag's model path.
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 Solid, 2 - Use Bounding Box, 6 - Use VPhysics.
model <string> - Sets prop's model path.
modelscale <float> - Sets model scale.
defaultanim <string> - Sets prop's animation path.
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 <float> - Sound volume.
pitch <float> - Sound pitch.
ent_create obj_sentrygun - spawns in a level 1 Sentry Gun where the player is aiming
ent_create obj_dispenser - spawns in a level 1 Dispenser where the player is aiming
ent_create obj_teleporter - spawns in a level 1 Teleporter where the player is aiming
Additional entity keyvalues (Engineer Buildings):
modelscale <float> - Sets model scale.
teamnum <2/3> - Team Number (RED/BLU) (If 0 is used, it 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 invulnerability, 4 to make the building upgradable, and 8 to give Sentry infinite ammo. Adding up the spawnflags can give you multiple effects, for example, 14 would make the building invulnerable, upgradable, and 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
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 Particles, see VDC Particle List.
ent_create light_dynamic - spawns dynamic light.
Additional entity keyvalues (light_dynamic):
_light (<Red> <Green> <Blue> <Alpha>) - Sets the light color.
brightness <float> - Sets the light brightness.
distance <float> - Sets the light distance.
style <float> - Sets the light style, See VDC Light Appearances.
Examples
ent_create light_dynamic distance 256 brightness 10 style 2 _light "255 255 255 255" - spawns a white strong pulse light that has full bright and small distance

Pictogram comment.png Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.

Pictogram comment.png 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 at, such 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 match, such 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 example, ent_fire team_round_timer addtime -60 removes 60 seconds from the clock.
ent_fire team_round_timer pause/resume, pauses/unpauses the timer.
ent_fire team_round_timer disable/enable, disables/enables the timer. If disabled, the 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 forced all players to scream

Power Play


罗宾 沃克使用V社火箭发射器屠杀玩家的视频

Power play 是只有V社员工才可以使用的指令,即使服务器不允许使用作弊指令,他们仍然可以使用该指令。使用condump_oncondump_off可以开启或关闭Power Play模式。如果在指令后输入数字,则会产生不同的效果,例如condump_on 1可以让开发者所在团队的每一个玩家都会获得Power Play效果。激活Power Play时,会获得所有医疗枪ÜberCharge效果,并获得高速射击武器的能力,而且经常会发出邪恶的笑声与嘲讽的声音。

Power Play的更新曾造成了很多医疗枪的BUG。

目前只有以下九名员工可以使用该指令:

姓名 Steam主页
Robin Walker 76561197960435530
Erik Johnson 76561197960265731
Eric Smith 76561197960265749
Matt Boone 76561197962783665
Dhabih Eng 76561197991390878
StupidRatCreature 76561197979187556
driller 76561197960269040
Tony Paloma 76561197968459473
Jill 76561197989728462

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