作弊码

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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的防弹效果 TF_COND_MEDIGUN_UBER_BULLET_RESIST
59 Vaccinator Über blast resistance. TF_COND_MEDIGUN_UBER_BLAST_RESIST
60 Vaccinator Über fire resistance. TF_COND_MEDIGUN_UBER_FIRE_RESIST
61 Vaccinator passive bullet resistance. TF_COND_MEDIGUN_SMALL_BULLET_RESIST
62 Vaccinator passive blast resistance. TF_COND_MEDIGUN_SMALL_BLAST_RESIST
63 Vaccinator passive fire resistance. 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 Unknown. 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 Bullet damage immunity. TF_COND_BULLET_IMMUNE
68 Blast damage immunity. TF_COND_BLAST_IMMUNE
69 Fire damage immunity. 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 Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). TF_COND_OBSCURED_SMOKE
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

其他关于PowerPlay的内容: SourceMod实现PowerPlayVsript实现PowerPlay

相关链接