Trampas permitidas
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— El Sniper sobre las trampas.
|
» |
Hay una lista de trampas permitidas que se activan en un servidor con el comando sv_cheats 1. Estos pueden tener varias aplicaciones.
A diferencia de hacks o trampas, que nunca se permiten, estas pueden estar permitidas los jugadores del servidor (dando por hecho que tengan los permisos de moderación). Jugar en un servidor con las trampas activadas no influye en las estadísticas del juego, aunque los logros no se podrán desbloquear. Los artículos aleatorios seguirán obteniéndose aunque esté activado sv_cheats 1
.
sv_cheats 1
no se considera ningún tipo de hack ni trampa externa. El uso de sv_cheats 1
no conlleva prohibiciones de VAC a los usuarios.
Índice
[hide]Lista de trampas permitidas
addcond
El addcond
aplica cambios de estado al usuario. addcond
debe ir seguido de un número, como addcond 5
. La duración de la condición va seguida de otro número, como addcond 5 10
, donde 10 es la duración en segundos. Los efectos se pueden eliminaron con removecond
seguido del número correspondiente y los bots pueden recibir las condiciones con bot_command
con addcond
.
Cada número tiene un efecto distinto:
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N.º | Descripción | Nombre interno |
---|---|---|
0 | Ralentiza (como si se girase la Ametralladora o apuntase con el Rifle de Francotirador). El jugador adopta la posición de giro/apuntado (si la clase no tiene esa posición, adoptará la pose de referencia). | TF_COND_AIMING
|
1 | Apuntar con el Rifle de Francotirador. Si se aplica en tercera persona, el jugador será visible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game crashes. | TF_COND_ZOOMED
|
2 | Humo de disfraz. | TF_COND_DISGUISING
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3 | Realización de disfraz. | TF_COND_DISGUISED
|
4 | Efecto de invisibilidad. Applying this effect as Spy initiates cloaking, but with no sound (with the selected PDA's deploy animation playing). When applied as a class other than Spy, the player immediately uncloaks with no noise. | TF_COND_STEALTHED
|
5 | Medi Gun invulnerability effect. Drops 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. | TF_COND_INVULNERABLE
|
6 | Teleporter dust. | TF_COND_TELEPORTED
|
7 | Intended to be taunting. Does nothing via addcond , but can be used with removecond to immediately stop taunting.
|
TF_COND_TAUNTING
|
8 | ÜberCharge expiration effect, if the player is ÜberCharged. | TF_COND_INVULNERABLE_WEARINGOFF
|
9 | Intended to be flickering effect if Cloaked. Removed immediately if added. | 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 | Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch. | TF_COND_PHASE
|
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 | Buff Banner Mini-Crit boost effect. | TF_COND_OFFENSEBUFF
|
17 | Charging effect. Causes 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 increases to 750 HU/s, and for Demomen this condition expires when the charge meter empties). | 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 | Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect. | 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 | All damage taken is Mini-Crits. The player's vision is distorted and tinted yellow. Used for Jarate. | TF_COND_URINE
|
25 | Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
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TF_COND_BLEEDING
|
26 | Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup. | TF_COND_DEFENSEBUFF
|
27 | Enemy players heal 60% of damage done to the player. Used for Mad Milk. | 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 | Player is healed for 35% of damage done. Used for the Concheror. | TF_COND_REGENONDAMAGEBUFF
|
30 | Marked for Death effect (all damage taken is Mini-Crits.) | TF_COND_MARKEDFORDEATH
|
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. | TF_COND_NOHEALINGDAMAGEBUFF
|
32 | Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. | TF_COND_SPEED_BOOST
|
33 | Halloween pumpkin Crit boost. | TF_COND_CRITBOOSTED_PUMPKIN
|
34 | Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate. | 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 | Hype multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted (Note: May still occur). | TF_COND_SODAPOPPER_HYPE
|
37 | First blood Crit boost. | TF_COND_CRITBOOSTED_FIRST_BLOOD
|
38 | Winning team Crit boost. | TF_COND_CRITBOOSTED_BONUS_TIME
|
39 | Intelligence capture Crit boost. | TF_COND_CRITBOOSTED_CTF_CAPTURE
|
40 | Crit boost from Crit-on-kill weapons (Killing Gloves of Boxing). | TF_COND_CRITBOOSTED_ON_KILL
|
41 | Cannot switch away from melee weapons. Used for the Buffalo Steak Sandvich effect. | 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. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed the player for 5 seconds. | TF_COND_REPROGRAMMED
|
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
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52 | Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. | TF_COND_INVULNERABLE_USER_BUFF
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53 | Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the 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
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54 | Player cannot move and hears the Ghost Fort dancing music. Any taunts performed are the Thriller taunt. | TF_COND_HALLOWEEN_THRILLER
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55 | Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any 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 | Vaccinator Über bullet resistance. | 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
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62 | Vaccinator passive blast resistance. | TF_COND_MEDIGUN_SMALL_BLAST_RESIST
|
63 | Vaccinator passive fire resistance. | TF_COND_MEDIGUN_SMALL_FIRE_RESIST
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64 | Player cloaks immediately regardless of class. Used for the Invisibility Magic spell. | TF_COND_STEALTHED_USER_BUFF
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65 | Unknown. Likely related to the Medi Gun. | TF_COND_MEDIGUN_DEBUFF
|
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
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67 | Bullet damage immunity. | TF_COND_BULLET_IMMUNE
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68 | Blast damage immunity. | TF_COND_BLAST_IMMUNE
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69 | Fire damage immunity. | TF_COND_FIRE_IMMUNE
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70 | Player survives all damage until their health reaches 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
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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
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72 | Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Power Up Magic spell. | TF_COND_HALLOWEEN_SPEED_BOOST
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73 | Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell. | TF_COND_HALLOWEEN_QUICK_HEAL
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74 | Player is doubled in 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
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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
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76 | Player gains condition 77 upon death, used for when the player is in Hell. | TF_COND_HALLOWEEN_IN_HELL
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77 | Player becomes a Ghost; can be reverted with removecond .
|
TF_COND_HALLOWEEN_GHOST_MODE
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78 | Unknown. Intended to be Mini-Crit boost from Mini-Crit-on-kill weapons (like the Cleaner's Carbine before the Parche del 17 de diciembre de 2015), but is unused. | TF_COND_MINICRITBOOSTED_ON_KILL
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79 | Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). | TF_COND_OBSCURED_SMOKE
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80 | Player gains a B.A.S.E. Jumper parachute if airborne. Removed upon landing. | TF_COND_PARACHUTE_ACTIVE
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81 | Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. | TF_COND_BLASTJUMPING
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82 | Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not visible. | TF_COND_HALLOWEEN_KART
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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
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84 | Player gains a larger head and lowered gravity. | TF_COND_BALLOON_HEAD
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85 | Same as condition 41, but automatically adds conditions 32 and 75 when added. | TF_COND_MELEE_ONLY
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86 | Player can swim in air, and gains vision effects as if underwater or covered in Jarate. | TF_COND_SWIMMING_CURSE
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87 | Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however. | TF_COND_FREEZE_INPUT
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88 | Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This crashes the game unless the player is on a map that supports bumper cars. | TF_COND_HALLOWEEN_KART_CAGE
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89 | Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes this condition.
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TF_COND_DONOTUSE_0
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90 | Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode. | TF_COND_RUNE_STRENGTH
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91 | Player gains double firing 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
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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
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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
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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
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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
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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
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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
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98 | Added when a player fires the Grappling Hook. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK
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99 | Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect. | TF_COND_GRAPPLINGHOOK_SAFEFALL
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100 | Added when a player's Grappling Hook latches to a 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
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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
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102 | Added when a player activates their Dead Ringer, giving them immunity to afterburn. | TF_COND_AFTERBURN_IMMUNE
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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
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104 | Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups. | TF_COND_RUNE_IMBALANCE
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105 | Mannpower Crit powerup. | TF_COND_CRITBOOSTED_RUNE_TEMP
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106 | Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect. | TF_COND_PASSTIME_INTERCEPTION
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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
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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.
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TF_COND_PURGATORY
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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
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110 | The Plague powerup from Mannpower. | TF_COND_RUNE_PLAGUE
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111 | The Supernova powerup from Mannpower. | TF_COND_RUNE_SUPERNOVA
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112 | Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup. | TF_COND_PLAGUE
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113 | The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate. | TF_COND_KING_BUFFED
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114 | Enables glow outlines on friendly players and buildings. Used when player respawns. | TF_COND_TEAM_GLOWS
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115 | Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. | TF_COND_KNOCKED_INTO_AIR
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116 | Applied when the player is on the competitive winner's podium. | TF_COND_COMPETITIVE_WINNER
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117 | Applied when the player is on the loser team in competitive match summary. Prevents taunting. | TF_COND_COMPETITIVE_LOSER
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118 | Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower. | TF_COND_HEALING_DEBUFF
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119 | Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death. | TF_COND_PASSTIME_PENALTY_DEBUFF
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120 | Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic. | TF_COND_GRAPPLED_TO_PLAYER
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121 | Unknown. Checked when attempting to set the target for a grappling hook. | TF_COND_GRAPPLED_BY_PLAYER
|
122 | Added when deploying the B.A.S.E. Jumper. While active with the cvar tf_parachute_deploy_toggle_allowed 0 , the player cannot deploy the B.A.S.E. Jumper again. Removed when the player presses JUMP again after landing.
|
TF_COND_PARACHUTE_DEPLOYED
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123 | All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer. | TF_COND_GAS
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124 | Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. | TF_COND_BURNING_PYRO
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125 | Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. | TF_COND_ROCKETPACK
|
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
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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
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129 | Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup. | TF_COND_POWERUPMODE_DOMINANT
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130 | Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn. | TF_COND_IMMUNE_TO_PUSHBACK
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- 0: Te hace ir más lento y te pone en posición de el Civil.
- 1: Mirilla de Rifle Sniper.
- 2: Humo del disfraz.
- 3: Disfraz.
- 4: Efecto de invisibilidad.
- 5: Efecto de la Supercarga.
- 6: Partículas del Teleportador.
- 7: Intenta hacer una burla. Si pones addcond no hará nada, pero si pone «removecond» cuando estés haciendo una burla, se detendrá automáticamente.
- 8: Efecto de que se te acaba una Supercarga, si tienes una supercarga.
- 9: Efecto de que te haces visible si eres invisible.
- 10: No hace nada.
- 11: Efecto de la Kritzkrieg.
- 12: No hace nada.
- 13: Se activa el reloj de invisibilidad.
- 14: Efecto del ¡Bonk!.
- 15: Quedas aturdido.
- 16: Efecto del Estandarte de Ánimo.
- 17: Si caminas hacia adelante, el efecto del Targe de Carga.
- 18: Efecto del ojo de la Intertual.
- 19: Efecto de la Criticola.
- 20: Se ponen en los pies los anillos de curación de la burla de el Amputador .
- 21: Se puede utilizar con removecond para eliminar cualquier tipo de curación continua.
- 22: Reacción de estar con fuego, pero no te quemas .
- 23: No funciona.
- 24: Efecto Fraskung-fú.
- 25: Produce hemorragias.
- 26: Efecto del Refuerzo de Batallón.
- 27: Efecto Leche.
- 28: Efectos de una supercarga de el Apañador, pero no te recupera vida.
- 29: Efecto Conchistador.
- 30: Marcado de que te han dado con el Abanico Bélico.
- 31: Todos los golpes son minicriticos y el jugador no se puede curar de cualquier manera.
- 32: Efecto Acción Disciplinaria.
- 33: Críticos de las Calabazas de Halloween.
- 34: Críticos de la Cantimplora Potenciadora.
- 35: Críticos con sonidos del Targe de Carga o la Kritzkrieg
- 36: Efecto de la Refescopeta, pero sin sus múltiples saltos.
- 37: Críticos del efecto Acorralado.
- 38: Crítico de cuando tu equipo ha ganado.
- 39: Critico de cuando capturas el Dossier.
- 40: Críticos que producen las armas que al matar tengas críticos(Los Kañeros Guantes de Boxeo, La carabina del limpiador).
- 41: Solo puedes llevar el arma cuerpo a cuerpo.
- 42: Efecto El Refuerzo de Batallón.
- 43: Ya no funciona.
- 44: Crítico del MMMF del Flogistonador.
- 45: Defensa del MMMF del Flogistonador.
- 46: Efecto enfoque del Asesino a Sueldo.
- 47: Hace que el Ejecutor pierda su bonus del 20% del daño.
- 48: Recibirás minicríticos y habrá una clavera al lado de tu barra de salud.
- 49: Te mueves más rápido(si cambias de arma te paras durante un segundo), cuando te agachas los del equipo contrario te ven como un dispensador y los centinelas te ignoran.
- 50: Tendrás un efecto de chispas en la cabeza, como cuando zapean a un robot en MvM.
- 51: Al jugador se le aplicara una Supercarga cuando le golpeen.
- 52: Supercarga de la Cantimplora potenciadora.
- 53: El jugador estará en thirdperson y tendrá una bomba en la cabeza, este comando solo funciona en koth_viaduct_event.
- 54: El jugador no se puede mover y suena la música Ghost Fort.
- 55: Aplica los efectos 20 y 21 y todo aquel de tu equipo que se acerque a ti se curara también.
- 56: Críticos.
- 57: Supercarga.
- 58: Supercarga del Vacunador con resistencia a balas.
- 59: Supercarga del Vacunador con resistencia a explosiones.
- 60: Supercarga del Vacunador con resistencia al fuego.
- 61: Pasiva del Vacunador con resistencia a balas.
- 62: Pasiva del Vacunador con resistencia a explosiones.
- 63: Pasiva del Vacunador con resistencia al fuego.
- 64: Te hace invisible.
- 65: Desconocido.
- 66: Los bots y los centinelas te ignoran.
- 67: Inmune a las balas.
- 68: Inmune a las explosiones.
- 69: Inmune al fuego.
- 70: El jugador sobrevivirá todo el daño hasta llegar a 1, después de llegar a 1 la condición desaparecerá.
- 71: Aturden a los bots de MvM que esten apunto de capturar el punto.
- 72: Te hace más rápido, recargas más rápido, disparas más rápido y tienes saltos infinitos.
- 73: Utiliza el efecto curativo del Apañador. Y te proporciona un exceso de sobre curación del doble de la vida del personaje.
- 74: Duplica el tamaño del jugador, aunque su velocidad, su combate cuerpo a cuerpo y su daño no se modifican. La salud se multiplica por 10 y la munición es infinita. El jugador esta obligado a jugar en thirdperson.
- 75: Reduce al jugador a la mitad de su tamaño, aunque su cabeza, velocidad, su combate cuerpo a cuerpo y su daño no se modifican. El jugador esta obligado a jugar en thirdperson.
- 76: Aplica el efecto 77 cuando mueres.
- 77: Convierte al jugador en fantasma.
- 78: Desconocido.
Los efectos addcond se eliminan con el comando removecond.
bot
Los bots se pueden generar y aplicarles comandos. Véase Bots.
buddha
Previene el daño letal.
Comandos Debug
Los Comandos Debug son generalmente trampas. Estos se usan para probar mecánicas del juego. Algunas son:
- tf_debug_damage: Mejoras en la consola siempre que se sufre daño, recibiendo información de la distancia y las variables de daño.
- tf_debug_flamethrower: Te permite ver las cajas de colisión y las partículas cuando los blancos son impactados.
firstperson
Vuelve a ponerte la primera persona tras ponerte previamente en tercera persona.
hurtme
Da daño al usuario. El comando hurtme seguido de un número, como hurtme 50, te quitará 50 puntos de vida. Si pones hurtme -50 obtendrás 50 puntos de vida. Si pones hurtme -9999 serás prácticamente invencible.
impulse
El comando impulse es usado tanto para trampas como no-trampas (mayoritariamente para no-trampas, para poner aerosoles, su uso es impulse 201). El comando impulse debe ir seguido de un número, como impulse 101. Las diferencias se listan aquí:
- 100: Activas tu «linterna», es necesario tener el comando «mp_flashlight» en 1.
- 101: Recuperas tanto vida como munición (Como el gabinete de reabastecimiento)
- 102: Haces reaparecer una calavera.
- 106: Identificas el modelo a la que apuntas.
- 107: Identificas la textura a la que apuntas.
- 200: Actúa si cambiaste de arma.
- 201: Pones el Spray que tuvieras seleccionado.
- 203: Eliminas el objetivo al que apuntas (como las entidades «ent_remove» y «ent_fire _____ kill») pero no aparecen en la consola como «Removed [nombre de la entidad] (Nombre)».
noclip
Puedes volar y atravesar las paredes. Su función es la misma que la de la cámara libre en espectador.
thirdperson
Cambia tu vista a tercera persona, similar a la visión en 3ª persona de Espectador. Puedes revertirla con el comando firstperson, o haciendo la burla.