Difference between revisions of "Cheats/zh-hans"
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|| {{code|TF_COND_MEDIGUN_UBER_FIRE_RESIST}} | || {{code|TF_COND_MEDIGUN_UBER_FIRE_RESIST}} | ||
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− | | 61 || {{item link|Vaccinator}} | + | | 61 || {{item link|Vaccinator}} 防弹效果 |
|| {{code|TF_COND_MEDIGUN_SMALL_BULLET_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_BULLET_RESIST}} | ||
|- | |- | ||
− | | 62 || {{item link|Vaccinator}} | + | | 62 || {{item link|Vaccinator}} 抗爆效果 |
|| {{code|TF_COND_MEDIGUN_SMALL_BLAST_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_BLAST_RESIST}} | ||
|- | |- | ||
− | | 63 || {{item link|Vaccinator}} | + | | 63 || {{item link|Vaccinator}} 抗火效果 |
|| {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}} | || {{code|TF_COND_MEDIGUN_SMALL_FIRE_RESIST}} | ||
|- | |- | ||
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|| {{code|TF_COND_STEALTHED_USER_BUFF_FADING}} | || {{code|TF_COND_STEALTHED_USER_BUFF_FADING}} | ||
|- | |- | ||
− | | 67 || | + | | 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}} | || {{code|TF_COND_BULLET_IMMUNE}} | ||
|- | |- | ||
− | | 68 || | + | | 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}} | || {{code|TF_COND_BLAST_IMMUNE}} | ||
|- | |- | ||
− | | 69 || | + | | 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}} | || {{code|TF_COND_FIRE_IMMUNE}} | ||
|- | |- | ||
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|| {{code|TF_COND_MINICRITBOOSTED_ON_KILL}} | || {{code|TF_COND_MINICRITBOOSTED_ON_KILL}} | ||
|- | |- | ||
− | | 79 || | + | | 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}} | || {{code|TF_COND_OBSCURED_SMOKE}} | ||
|- | |- |
Latest revision as of 16:00, 1 May 2024
此页面正在被翻译成简体中文。 如果您能熟练地运用简体中文,请在讨论页上留言或与为此页面贡献的作者讨论(通过浏览页面历史)。 |
“ | 作弊到头来,只会让你失败而已。
点击试听 (英语)
— 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)
在作弊模式下,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
目录
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
可以赋予你医疗枪的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 | 医疗枪的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 | 增益水壶的完全爆击效果。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
|
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。
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_remove 和ent_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
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 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 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 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.
- 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 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.
- Additional entity keyvalues (tank_boss):
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.
- 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 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.
- 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 <float>
- Sound volume.pitch <float>
- 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 <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
- 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 Particles, see 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 <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
- 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 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
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_on
和condump_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,会获得所有医疗枪的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 |
其他关于PowerPlay的内容: SourceMod实现PowerPlay,Vsript实现PowerPlay