Cheats

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Cheatin' only gets ya so far.
The Sniper on cheats

There are a number of cheats players can use on servers set to sv_cheats 1. Cheats can be used for a variety of applications.

Not to be confused with hacking, which is never allowed, cheats are available to all players to use as they wish on applicable servers (assuming they have permission from the server operator). Playing on a cheat-enabled server does not influence a player's gameplay statistics, and achievements cannot be earned during that time. Items will still randomly drop even if a server is set to sv_cheats 1.

Note: sv_cheats 1 is not any form of external hacking or cheating. The usage of sv_cheats 1 will not result in a VAC Ban against the user.

List of cheats

addcond

The addcond command applies a player condition to the user. The addcond command must be followed by a number, such as addcond 5. The duration of the condition can be set by following the command with a second number, such as addcond 5 10, where 10 is the duration in seconds. The effects can usually be removed via removecond followed by the corresponding number, and bots can be given conditions by using bot_command with addcond. Different numbers have different effects as listed below:

ID Description
0 Slowed (as in when revving Minigun or zooming in with Sniper Rifles). Places the player in their class's zoomed/revved pose (for classes without this animation, this uses the reference pose).
1 Sniper Rifle zoom/scope (Crashes game unless your active weapon can scope).
2 Disguise smoke.
3 Disguise donning.
4 Cloak effect.
5 Medi Gun invulnerability effect. Will drop as soon as the user starts to receive continuous healing from a Dispenser, Payload cart or Medic's secondary healing gun. Also drops from a Medic as soon as he activates or comes to the end of his own ÜberCharge. Not affected by a Medic's self-healing.
6 Teleporter dust.
7 Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
8 ÜberCharge expiration effect, if the player is ÜberCharged.
9 Intended to be flickering effect if Cloaked. Removed immediately if added.
10 Intended to be condition for Teleporting. Does nothing via addcond.
11 Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5.
12 Intended to be a temporary damage buff. Does nothing.
13 Dead Ringer Cloak defense buff, works with any watch as Spy. Will automatically add condition 4.
14 Bonk! Atomic Punch effect.
15 Intended to be the Stunned effect. Can be used with removecond to remove a stun.
16 Buff Banner effect.
17 Chargin' Targe effect. Will cause any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed will increase to 750 HU/s, and for Demomen this condition will expire when the charge meter empties).
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.
19 Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect.
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).
21 Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
22 Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn.
23 Intended to indicate Overhealing. Does nothing.
24 Jarate effect.
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
26 Battalion's Backup effect.
27 Mad Milk effect.
28 Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5.
29 Concheror effect.
30 Fan o' War effect (marked for death).
31 All attacks are mini-crits (no mini-crit glow occurs, but mini-crit hit sounds and effects occur). Player cannot be healed in any way.
32 Disciplinary Action effect.
33 Halloween pumpkin crit boost.
34 Canteen crit boost. Provides critical hits and doubles Sentry Gun firing rate.
35 Player's weapon gains crit glow and emits crit sound cues as if charging (but does not gain a crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%.
36 Hype multiple jump.
37 First blood crit boost.
38 Winning team crit boost.
39 Intelligence capture crit boost.
40 Crit boost from crit-on-kill weapons (Killing Gloves of Boxing).
41 Cannot switch away from melee weapon (as for Buffalo Steak Sandvich).
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.
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.
44 Mmmph crit boost.
45 Mmmph activation defense buff.
46 Focus effect.
47 Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise.
48 Self marked for death (as with Rescue Ranger hauling).
49 Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player.
50 Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine).
51 "Hidden" ÜberCharge (player sees their arms as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena).
52 Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection.
53 Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the map, a bomb appears on the player's head. This condition may cause users to crash if added on a map other than Ghost Fort.
54 Player cannot move and hears the Ghost Fort dancing music. Any taunts performed will be the Thriller taunt.
55 Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point).
56 Miscellaneous crit boost.
57 Miscellaneous ÜberCharge.
58 Vaccinator Über bullet resistance.
59 Vaccinator Über blast resistance.
60 Vaccinator Über fire resistance.
61 Vaccinator passive bullet resistance.
62 Vaccinator passive blast resistance.
63 Vaccinator passive fire resistance.
64 Player will Cloak immediately regardless of class. Used for the Invisibility Magic spell.
65 Unknown; listed internally as TF_COND_MEDIGUN_DEBUFF.
66 Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. attacking will make the player visible, but the player will rapidly fade out again, during which the player will be unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
67 Bullet damage immunity.
68 Blast damage immunity.
69 Fire damage immunity.
70 Player will survive all damage until their health reaches 1, after which this condition will be automatically removed. Damage that would be fatal will not show as combat text above the player's head to the attacker.
71 MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
72 Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell.
73 Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell.
74 Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval thirdperson shoulder view. This is used for the Mann vs. Machine giants.
75 Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Minify Magic spell.
76 Player gains condition 77 upon death.
77 Player becomes a Ghost; can be reverted with removecond.
78 Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (Cleaner's Carbine), but is unused.
79 Player has a 75% chance to dodge every time damage is taken (dodged damage will cause the MISS! effect from condition 14 to appear).
80 Player gains a parachute if airborne. Removed upon landing.
81 Player gains fire rate bonus on the Air Strike.
82 Player gains Bumper Car movement, controls and bumper car model. Associated HUD will not be visible.
83 Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player.
84 Player gains a larger head and lowered gravity.
85 Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added.
86 Player can swim in air, and gains vision effects as if underwater or covered in Jarate.
87 Player is locked in place and cannot turn.
88 Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This will crash the game unless you are on a map that supports bumper cars (currently only Carnival of Carnage).
89 Player is considered as holding a Mannpower powerup. Using the dropitem command (Default key: L) will drop a powerup pickup (usually Strength) and remove this condition.
90 Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode.
91 Player gains double 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.
92 Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode.
93 Player gains a 50% resistance to all incoming damage, as well as an immunity to all critical hits. Used for the "Resistance" powerup in Mannpower mode.
94 Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode.
95 Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode.
96 Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and will re-zoom quicker after firing. Used for the "Precision" powerup in Mannpower mode.
97 Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode.
98 Added when a player fires the Grappling Hook. Addition or removal via commands has no effect.
99 Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect.
100 Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook animation.
101 Added when a player is latched by another player's Grappling Hook.
102 Added when a player activates their Dead Ringer, giving them immunity to afterburn.
103 Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode.
104 Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups.
105 Mannpower Crit powerup.
106 Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode.
107 Player can swim in air, similar to condition 86, but without swimming animations and underwater overlay.
108 "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used.
109 Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
110 The Plague powerup from Mannpower.
111 The Supernova powerup from Mannpower.
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.
113 The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate.
114 Enables glow outlines on friendly players and buildings. Used when player respawns.
115 Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground.
116 Listed internally as TF_COND_COMPETITIVE_WINNER.
117 Listed internally as TF_COND_COMPETITIVE_LOSER.
118 The healing debuff added by the Pyro's Flamethrower.
119 Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death.
120 Listed internally as TF_COND_GRAPPLED_TO_PLAYER.
121 Listed internally as TF_COND_GRAPPLED_BY_PLAYER.
122 Listed internally as TF_COND_PARACHUTE_DEPLOYED, added when deploying the B.A.S.E. Jumper.
123 Gas coating effect from the Gas Passer.
124 Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile.
125 Listed internally as TF_COND_ROCKETPACK. Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground.
126 Listed internally as TF_COND_LOST_FOOTING. When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
127 Listed internally as TF_COND_AIR_CURRENT.

Pictogram comment.png Most of the conditions added with addcond will remain for an indefinite duration if no duration is specified, ending when the user dies, changes classes, or manually removes the condition with the removecond command. Some conditions (e.g. 5, 11) can be removed by being healed by a Medic.

Pictogram comment.png Invalid condition numbers will use the closest valid condition.

bot

See also Bots

Bots can both be spawned and given commands.

buddha

Prevents lethal damage to the user (can still take damage, but doesn't cause health to go below 1 in most cases). Toggle.

Please note that in rare cases, you may die from sustained damage.

Debug commands

Debug commands are generally cheats. They are used to test game mechanics. Some noteworthy ones are

  • tf_debug_damage: Performs a console print every time anyone takes damage, giving information about damage variables such as the distance of the attack and health left of the target.
  • tf_debug_flamethrower: Allows you to see the hitboxes of fire particles as well as visual information about when targets are hit by fire.

firstperson

Simply returns to first-person view if in third-person view (such as from Bonk or thirdperson).

hurtme

Deals damage to the command user. The hurtme command must be followed by a number, such as hurtme 50. Players can use negative values to bring their health well beyond normal limits (a maximum of 16383), which usually displays incorrectly on the HUD. Health that is raised above the normal limit will wear off as a normal overheal, but excessive use of hurtme in this way can cause the user's health to drain continually until dying.

impulse

The impulse command is used for both cheats and non-cheats (the most common non-cheat being paint spray, which is impulse 201). The impulse command must be followed by a number, such as impulse 101. Different numbers have different effects, as listed below.

ID Description
101 Refills all weapons and health (like Resupply).
102 Spawns human skull.
106 Identifies model being aimed at.
107 Identifies texture being aimed at.
200 Plays holster/draw animations.
201 Sprays your selected spray.
202 Plays a custom sound to players who have set cl_customsounds 1. The sound is configured using cl_soundfile filename.wav.
203 Removes object being aimed at like ent_remove and ent_fire _____ kill, but doesn't print "Removed [entity name] (Name)" in the console.
221-239 If the player is a Spy, starts the disguise process. 221-229 are for a RED disguise, while 231-239 are for a BLU disguise (230 is non-functional). The final digit selects the disguise class, but this number does not correspond to the class numbers shown on the class selection screen.

noclip

Lets the player fly around and go through walls as if they were a free-roam spectator. Players can still take damage, such as from environmental hazards. Toggle.

thirdperson

Changes your view to third-person, similarly to the third-person Spectator view. Can be undone with firstperson or taunting.

currency_give

Gives a specified amount of credits in Mann vs. Machine. The maximum appears to be 30000 credits; excessive amounts may crash the server. For example, currency_give 10000 gives you 10,000 credits. It can also be used to take away credits with a negative number.

ent_create

See also: List of Team Fortress 2 Entities on the Valve Developer Community
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 Horseman
ent_create tf_zombie - spawns Skeletons. Before the Scream Fortress Fifth Annual Helloween Special, this would spawn a random class wearing a Voodoo-Cursed Soul, with an invisible melee weapon. 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) will 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 will grant 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 will grant the player a random rare magic spell when picked up, see Rare Magic Spells.
ent_create tf_halloween_pickup - Spawns a Duck from Carnival of Carnage. These ducks will respawn after 10 seconds of being picked up.
ent_create tf_pumpkin_bomb - Spawns a Pumpkin Bomb
ent_create tank_boss - Spawns a Tank from Mann Vs. Machine. On Payload maps, the tank will attempt to follow the cart's path. If the tank collides with the cart, it will explode and drop money.
Additional entity keyvalues (tank_boss):
speed <number> - Sets movement speed the tank
modelscale <float> - Sets tank scale.
Examples
ent_create tank_boss speed 1 - Spawns an extremely slow moving MvM Tank
ent_create tank_boss speed 999 modelscale 2 - Spawns a big extremely fast moving MvM Tank
ent_create ghost - Spawns a Ghost. It will usually disappear or fall 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 will suck in any player that get 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 will be 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 will spawn 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 will make the player the owner.
ent_fire player SpeakResponseConcept HalloweenLongFall forced all players to scream

Power Play

Robin Walker using a Valve Rocket Launcher and under the effects of power play during a charity livestream.

Power play is a hidden command that grants Valve employees the ability to cheat on any server. (Even if sv_cheats is off). Two covertly named console commands condump_on and condump_off are used to toggle power play. When activated, power play grants all Medi Gun effects at once. This includes damage invulnerability from the Medi Gun; 100% critical hits from the Kritzkrieg; bullet, explosive, and fire resistance from the Vaccinator, and knockback immunity from the Quick-Fix. Under the effects of power play, the player will appear on fire and frequently utter an evil laugh, taunting helpless victims.

Changes to the game since power play was introduced has caused a few bugs. Players will lose their Medi Gun effects over time if they are not continually healed by a Medic. The Quick-Fix ÜberCharge is applied but has no healing effect, but does grant knockback immunity.

Currently, only nine Steam accounts have access to power play. They are listed below.

Name Link to profile
Robin Walker 76561197960435530
Erik Johnson 76561197960265731
Eric Smith 76561197960265749
Matt Boone 76561197962783665
Dhabih Eng 76561197991390878
StupidRatCreature 76561197979187556
driller 76561197960269040
Tony Paloma 76561197968459473
Jill 76561197989728462

See also: SourceMod plugin that allows server administrators to grant power play on any player.

See also