作弊码
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“ | 作弊到头来,只会让你失败而已。
点击试听 (英语)
— 狙击手
|
” |
在设置了sv_cheats 1
的服务器上,有一些作弊码(cheats)可供玩家使用。作弊码有多种用途。
与被严令禁止的开挂(hacking)或作弊(cheating)不同的是,作弊码在获得了服务器操作员的允许下,所有玩家都可以按照自己的意愿使用。在开启了作弊码的服务器游玩不会影响玩家的游戏统计数据,也不能获得成就。即使服务器设置了sv_cheats 1
,仍可以获得随机物品掉落。
sv_cheats 1
指令不是任何形式的外挂或作弊。使用sv_cheats 1
指令不会让你被VAC封禁。
目录
作弊码列表
addcond
使用addcond
指令会让玩家获得特定状态。addcond
指令后必须添加一个数字,例如addcond 5
。在这个数字之后再输入一个数字可以设置状态的有效时长,例如addcond 5 10
,这里的 10 表示秒为单位的持续时间。通常使用removecond
加对应的数字可以移除对应的状态,且使用bot_command
和addcond
指令也可以使电脑玩家获得状态。不同数字代表的效果列在下表:
ID | 描述 | 内部名称 |
---|---|---|
0 | 减速效果(例如转轮机枪预热或狙击步枪开镜瞄准)。使玩家进入对应职业的开镜/预热姿势(对于没有对应动画的职业,会使用参考姿势)。 | TF_COND_AIMING
|
1 | 狙击步枪的开镜/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。在此效果生效期间切换到另一把无法开镜的武器会导致游戏崩溃。 | TF_COND_ZOOMED
|
2 | 伪装时的烟雾效果。 | TF_COND_DISGUISING
|
3 | 获得伪装的效果。 | TF_COND_DISGUISED
|
4 | 隐形效果。间谍获得该状态会开始隐形,但没有隐身音效(而是播放选中的PDA的切换动画)。其他职业获得该状态后会立即无声解除隐形。 | TF_COND_STEALTHED
|
5 | 医疗枪的无敌效果。在获得补给器,推车模式的推车或医生副武器治疗枪的持续治疗后会消失。也会在医生激活或结束他自己的ÜberCharge时立刻消失。医生的自我治疗不会影响这个状态。 | TF_COND_INVULNERABLE
|
6 | 传送装置烟雾粒子效果。 | TF_COND_TELEPORTED
|
7 | 尝试嘲讽。通过addcond 使用没有效果,但可使用removecond 立刻结束嘲讽。
|
TF_COND_TAUNTING
|
8 | ÜberCharge 即将耗尽时的闪动效果(如果一名玩家有ÜberCharge效果)。 | TF_COND_INVULNERABLE_WEARINGOFF
|
9 | 应为隐身时的闪动效果,使用后效果会被立即移除。 | TF_COND_STEALTHED_BLINK
|
10 | 应为传送时的条件。阻止你做平时传送时不能做的事(例如:捡起情报)。 | TF_COND_SELECTED_TO_TELEPORT
|
11 | 暴击增益(闪电战医疗枪,复仇暴击)。与条件 5 的结束条件相同。 | TF_COND_CRITBOOSTED
|
12 | 应为临时伤害增益。没有效果。 | TF_COND_TMPDAMAGEBONUS
|
13 | 死亡之铃隐身的防御效果,可在任何间谍的隐身手表上生效。自动添加条件 4。 | TF_COND_FEIGN_DEATH
|
14 | 玩家不会受到伤害(除了秒杀),不能攻击且强制进入第三人称。受到任何伤害时会在玩家的头顶显示“MISS!”。由原子能饮料使用。 | TF_COND_PHASE
|
15 | 应为击晕效果,但只是在用户界面添加减速效果图标而不真正改变速度。可使用removecond 移除击晕效果。
|
TF_COND_STUNNED
|
16 | 战旗的迷你暴击增益效果。 | TF_COND_OFFENSEBUFF
|
17 | 冲锋效果。像冲锋一样使任何职业向前移动并限制转弯,且会发出爆破手的冲锋怒吼(爆破手的速度增加到 750 HU/秒,且对于爆破手而言,这个状态会在冲锋能量耗尽时结束)。 | TF_COND_SHIELD_CHARGE
|
18 | 应为与苏格兰长剑猎头能力相关的眼睛发光效果。可使用removecond 移除这个效果。
|
TF_COND_DEMO_BUFF
|
19 | 爆击可乐、水牛排三明治、扫荡者卡宾的效果。 | TF_COND_ENERGY_BUFF
|
20 | 治疗旋律的效果(没有治疗效果,只是在玩家脚部添加光环;嘲讽结束后光环被移除,而这个效果没有被移除)。 | 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.
|
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 | 万圣节南瓜的爆击加成效果。 | TF_COND_CRITBOOSTED_PUMPKIN
|
34 | 增益水壶的完全爆击效果。提供暴击增益并使步哨枪射速翻倍。 | 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 | 苏打炮手的多段跳跃效果。侦察兵以外的兵种使用会使武器发出紫色光芒,但没有多段跳跃效果(注释:可能仍存在)。 | TF_COND_SODAPOPPER_HYPE
|
37 | 第一滴血爆击增益效果 | TF_COND_CRITBOOSTED_FIRST_BLOOD
|
38 | 胜利团队的爆击效果 | TF_COND_CRITBOOSTED_BONUS_TIME
|
39 | 夺取敌方情报后的爆击增益效果。 | TF_COND_CRITBOOSTED_CTF_CAPTURE
|
40 | Crit boost from Crit-on-kill weapons (Killing Gloves of Boxing). | TF_COND_CRITBOOSTED_ON_KILL
|
41 | 不能从近战武器切换到别的武器。由水牛排三明治使用。 | 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. Intended for the scrapped Spy Trap weapon. | 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 Über 的子弹抗性效果。 | TF_COND_MEDIGUN_UBER_BULLET_RESIST
|
59 | 疫苗注射枪 Über 的爆炸抗性效果 | TF_COND_MEDIGUN_UBER_BLAST_RESIST
|
60 | 疫苗注射枪 Über 的火焰抗性效果 | TF_COND_MEDIGUN_UBER_FIRE_RESIST
|
61 | 疫苗注射枪 子弹抗性效果 | TF_COND_MEDIGUN_SMALL_BULLET_RESIST
|
62 | 疫苗注射枪 爆炸抗性效果 | TF_COND_MEDIGUN_SMALL_BLAST_RESIST
|
63 | 疫苗注射枪 火焰抗性效果 | 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。有可能与医疗枪有关。 | 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 | 免疫子弹伤害。 | TF_COND_BULLET_IMMUNE
|
68 | 免疫爆炸伤害。 | TF_COND_BLAST_IMMUNE
|
69 | 免疫火焰伤害。 | 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 Power Up 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 | 玩家每次受到伤害时有 75% 概率闪避(闪避时会有条件 14 的MISS!效果出现)。 | TF_COND_OBSCURED_SMOKE
|
80 | 如果玩家在空中则获得极限降落伞的降落伞。落地时移除。 | TF_COND_PARACHUTE_ACTIVE
|
81 | Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. | 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 | 玩家脑袋更大,重力降低。 | TF_COND_BALLOON_HEAD
|
85 | 与条件 41 相同,但在添加时自动添加条件 32 和 75。 | 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 (默认按键: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
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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
|
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
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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
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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
|
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
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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
|
123 | All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer. | TF_COND_GAS
|
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
|
128 | 用于玩家被传送到地狱。使用时没有任何效果,但移除时会停止传送器来的逐渐治疗效果。 | TF_COND_HALLOWEEN_HELL_HEAL
|
129 | 在曼恩之力中,当某个玩家的击杀数比游戏中其他玩家高时使用。会降低当前强化道具的效果。 | TF_COND_POWERUPMODE_DOMINANT
|
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
|
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
- 另见电脑玩家
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 | 给在控制台使用 cl_customsounds 1 的玩家播放自定义声音,配置声音使用 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
- 生成向致敬士兵雕像。ent_create merasmus
- 生成马拉莫斯。ent_create eyeball_boss
- 生成蓝队颜色的魔眼就像从 Helltower spell 召唤出来的一样。ent_create headless_hatman
- 生成 脱缰的无头骑士。ent_create tf_zombie
- 生成骷髅。 在尖叫要塞第五届年度万圣节活动之前,这会生成一个含有巫毒诅咒的灵魂的随机兵种,并装备有一把隐形的近战武器。 使用teamnum参数更改骷髅的兵种。- 附加的实体键值(万圣节Boss):
teamnum <0/2/3>
- 团队编号(任意/红队/蓝队)如果设置为 0,骷髅将会无差别攻击两支队伍。modelscale <float>
- 设置Boss大小.- 示例
ent_create eyeball_boss teamnum 2 modelscale 5
- 在红队生成一个巨大的魔眼,使用红队皮肤并且只攻击蓝队成员。ent_create eyeball_boss teamnum 5
- 生成默认的魔眼Boss。
- 附加的实体键值(万圣节Boss):
ent_create tf_spell_pickup
- 生成一本万圣节魔法书,玩家拾取后会获得一个随机魔咒,参见魔咒.- 附加的实体键值(tf_spell_pickup):
tier <0/1>
- 魔法书类型 0 - 普通,1 - 稀有- 示例
ent_create tf_spell_pickup tier 1
- 生成一个稀有的魔法书玩家拾取后会获得一个随机稀有魔咒,参见稀有魔咒.
- 附加的实体键值(tf_spell_pickup):
ent_create tf_halloween_pickup
- 生成一只来自Carnival of Carnage的鸭子。鸭子在被捡起后10秒会重新生成。ent_create tf_pumpkin_bomb
- 生成一个南瓜炸弹.ent_create tank_boss
- 生成一个曼恩 Vs 机器的机器坦克。在推车地图上,坦克会沿着路径被推动。 如果坦克和推车的人发生碰撞,那么会爆炸并且掉落金钱。- 附加的实体键值 (tank_boss):
speed <number>
- 设置坦克移动速度。modelscale <float>
- 设置坦克大小。health <number>
- 设置坦克血量。- 示例
ent_create tank_boss speed 1
- 生成一个移动极慢的MvM坦克。ent_create tank_boss modelscale 5
- 生成一个巨大的Mvm坦克。ent_create tank_boss health 100
- 生成一个 100 血量的MvM坦克。ent_create tank_boss speed 999 modelscale 2 health 100000
- 生成一个跑的特别快的高血量MvM坦克。
- 附加的实体键值 (tank_boss):
ent_create ghost
- 生成一个幽灵。它通常会消失或穿过地图掉落,这取决于位置。ent_create item_powerup_rune
- 生成一个增益道具,参见增益.ent_create npc_handgrenade
- 生成一个立即爆炸的手雷,造成范围伤害。ent_create hightower_teleport_vortex teamnum 2 lifetime 5
- 生成一个红队的魔眼的紫色漩涡,并且吸入任何接近漩涡的玩家。ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl
- 生成一个曼恩 Vs 机器的机器炸弹。ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01
- 生成一个使用默认散弹枪循环嘲讽动画的工程师模型。- 动态物体可用的键值:
solid <0/2/6>
- 物体的碰撞:0 - 无碰撞,2 - 使用边界碰撞箱,6 - 使用物理引擎系统碰撞箱。model <string>
- 设置物体模型的路径。modelscale <float>
- 设置模型大小。defaultanim <string>
- 设置物体的动画路径。
- 动态物体可用的键值:
ent_create ambient_generic message ui/gamestartup18.mp3 health 10
- 播放Rise of the Living Bread音乐或者游戏内的任何声音。- 附加的实体键值 (ambient_generic):
message <string>
- 设置声音路径。health <float>
- 声音音量。pitch <float>
- 声音音调。
- 附加的实体键值 (ambient_generic):
ent_create obj_sentrygun
- 在玩家瞄准的地方生成等级1的步哨枪。ent_create obj_dispenser
- 在玩家瞄准的地方生成等级1的补给器。ent_create obj_teleporter
- 在玩家瞄准的地方生成等级1的传送装置。- 附加的实体键值 (Engineer Buildings):
modelscale <float>
- 设置模型大小。teamnum <2/3>
- 团队编号(红队/蓝队)如果编号为0,会生成一个同时攻击两支队伍的未分配步哨枪。defaultupgrade <0/1/2>
- 建筑物等级 (1/2/3)。spawnflags <number>
- 例如使用spawnflags 2使建筑物无敌,4让建筑物可升级,8给予步哨枪无限子弹。 将spawnflags的编号相加可用叠加多种效果,例如,14会让建筑无敌,可升级,和无限弹药。这也适用于其他有spawnflags生成选项的实体。- 示例
ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8
- 生成一个无限子弹的三级红队步哨。
- 附加的实体键值 (Engineer Buildings):
ent_create info_particle_system start_active 1 effect_name cinefx_goldrush
- 生成无声音无伤害的推车爆炸特效。- 附加的实体键值 (info_particle_system):
effect_name <string>
- 设置粒子效果,参见TF2的粒子效果列表(VDC粒子列表)。
- 附加的实体键值 (info_particle_system):
ent_create light_dynamic
- 生成动态光源。- 附加的实体键值 (light_dynamic):
_light (<Red> <Green> <Blue> <Alpha>)
- 设置动态光源颜色。brightness <float>
- 设置光源亮度。distance <float>
- 设置光源距离。style <float>
- 设置光源类型,参见VDC列出的光源样式。- 示例
ent_create light_dynamic distance 256 brightness 10 style 2 _light "255 255 255 255"
- 生成一个满亮度,照射距离较短的白色强脉冲光。
- 附加的实体键值 (light_dynamic):
尝试创建不存在的实体会生成错误模型(Error Model),或者什么也不生成。
生成 Certain 实体有可能会崩掉游戏。
ent_remove
ent_remove可以直接使用以移除准心指向的实体,例如一个机器人或者生成的模型。 也可以使用ent_remove_all 移除所有匹配特定类型的实体,例如ent_remove_all merasmus 移除所有 Merasmus 实体。
ent_fire
- ent_fire team_round_timer addtime <seconds>,添加或者移除从/到秒表计时器的指定时间。 例如,ent_fire team_round_timer addtime -60计时器减少 60 秒。
- ent_fire team_round_timer pause/resume,暂停/恢复计时器。
- ent_fire team_round_timer disable/enable,禁用或者启用计时器,如果禁用,计时器暂停并且从HUD中移除
- ent_fire !picker setbuilder !self,当玩家看着一个未命名的建筑物使用命令时,就变成该建筑的建造者。
- ent_fire player SpeakResponseConcept HalloweenLongFall,强制所有玩家转为惊吓状态。
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