Tf2 Cheat Pack Game Bannana
- Gamebanana Tf2 Hitsound
- Tf2 Cheat Pack Game Bananas
- Gamebanana Tf2 Spray
- Tf2 Gamebanana Mods
- Tf2 Cheat Pack Game Banana Skins
“ | 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.
- A Bot or BOT is a computer-controlled player on a server. There are two types of bots in Team Fortress 2: AI bots and Puppet bots.AI bots are coded with sophisticated artificial intelligence designed to emulate player actions in game, and can be used without enabling cheats.
- 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 svcheats 1. Svcheats 1 is not any form of external hacking or cheating. The usage of svcheats 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. Just a quick video between getting clips for part 4 of unusual trading! This time i will be showing off the australium skin pack in TF2 which turns normal we.
Unlike hacking or cheating, 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
.
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.
- 1List of cheats
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 | Internal Name |
---|---|---|
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). | TF_COND_AIMING |
1 | Sniper Rifle zoom/scope. If applied whilst in third person, the player will appear invisible. Upon switching out of a weapon whilst this condition is active when the weapon does not allow zooming, the game will crash. | TF_COND_ZOOMED |
2 | Disguise smoke. | TF_COND_DISGUISING |
3 | Disguise donning. | TF_COND_DISGUISED |
4 | Cloak effect. 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 will immediately uncloak with no noise. | TF_COND_STEALTHED |
5 | Medi Guninvulnerability 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. | 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. Will automatically add condition 4. | TF_COND_FEIGN_DEATH |
14 | Bonk! Atomic Punch effect. | 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 effect. | TF_COND_OFFENSEBUFF |
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). | 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 | Jarate effect. | TF_COND_URINE |
25 | Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding. | TF_COND_BLEEDING |
26 | Battalion's Backup effect. | TF_COND_DEFENSEBUFF |
27 | Mad Milk effect. | 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 | Concheror effect. | TF_COND_REGENONDAMAGEBUFF |
30 | Fan o' War effect (marked for death). | 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 | Disciplinary Action effect. | 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 are granted. | 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 weapon (as for Buffalo Steak Sandvich). | 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 will cause 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). | 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 | CanteenÜberCharge. 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 will be 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 | 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 |
62 | Vaccinator passive blast resistance. | TF_COND_MEDIGUN_SMALL_BLAST_RESIST |
63 | Vaccinator passive fire resistance. | TF_COND_MEDIGUN_SMALL_FIRE_RESIST |
64 | Player will Cloak 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 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. | 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 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. | 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 December 17, 2015 Patch), but is unused. | TF_COND_MINICRITBOOSTED_ON_KILL |
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). | 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 will not be 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 will crash the game unless you are on a map that supports bumper cars (currently only Carnival of Carnage). | TF_COND_HALLOWEEN_KART_CAGE |
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. | 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 will re-zoom 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 |
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.
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.
hurtme
Gamebanana Tf2 Hitsound
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
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 Horsemanent_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 membersent_create eyeball_boss teamnum 5
- Spawns the original Monoculus boss.
- Additional entity Keyvalues (Halloween Bosses):
ent_create tf_spell_pickup
- Spawns a Halloween spellbook which 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.
- Additional entity Keyvalues (tf_spell_pickup):
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 Bombent_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.health <number>
- Sets tank health.- Examples
ent_create tank_boss speed 1
- Spawns an extremely slow moving MvM Tank.ent_create tank_boss modelscale 5
- Spawn a gigantic MvM Tank.ent_create tank_boss health 100
- Spawns a MvM Tank with 100 health.ent_create tank_boss speed 999 modelscale 2 health 100000
- Spawns a big, extremely fast moving MvM Tank with a lot of health.
- Additional entity keyvalues (tank_boss):
ent_create ghost
- Spawns a Ghost. It 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.
- Additional entity keyvalues (item_teamflag):
ent_create prop_dynamic solid 6 model models/player/Engineer.mdl defaultanim taunt01
- spawns an Engineer model with a looping taunt animation using the default Shotgun taunt for Engineer.- Prop Dynamic Keyvalues:
solid <0/2/6>
- Prop's collisions 0 - Not Solid, 2 - Use Bounding Box, 6 - Use VPhysics.model <string>
- Sets prop's model path.modelscale <float>
- Sets model scale.defaultanim <string>
- Sets prop's animation path.
- Prop Dynamic Keyvalues:
ent_create ambient_generic message ui/gamestartup18.mp3 health 10
- spawns Rise of the Living Bread music or any sound from the game.- Additional entity keyvalues (ambient_generic):
message <string>
- Sets sound path.health <float>
- Sound volume.pitch <float>
- Sound pitch.
- Additional entity keyvalues (ambient_generic):
ent_create obj_sentrygun
- spawns in a level 1 Sentry Gun where the player is aimingent_create obj_dispenser
- spawns in a level 1 Dispenser where the player is aimingent_create obj_teleporter
- spawns in a level 1 Teleporter where the player is aiming- Additional entity keyvalues (Engineer Buildings):
modelscale <float>
- Sets model scale.teamnum <2/3>
- Team Number (RED/BLU) (If 0 is used, it 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
- Additional entity keyvalues (Engineer Buildings):
ent_create info_particle_system start_active 1 effect_name cinefx_goldrush
- spawns Payload cart explosion effect with no sound or damage.- Additional entity keyvalues (info_particle_system):
effect_name <string>
- Sets Particles, see VDC Particle List.
- Additional entity keyvalues (info_particle_system):
ent_create light_dynamic
- spawns dynamic light.- Additional entity keyvalues (light_dynamic):
_light (<Red> <Green> <Blue> <Alpha>)
- Sets the light color.brightness <float>
- Sets the light brightness.distance <float>
- Sets the light distance.style <float>
- Sets the light style, See VDC Light Appearances.- Examples
ent_create light_dynamic distance 256 brightness 10 style 2 _light '255 255 255 255'
- spawns a white strong pulse light that has full bright and small distance
- Additional entity keyvalues (light_dynamic):
Tetris game genie cheat codes. Attempting to create an entity that doesn't exist may result in spawning an error model instead or just nothing at all.
Certain entities may crash the game when spawned.
ent_remove
ent_remove can be used standalone to remove the entity that the crosshair is pointed at, such as an AI bot or spawned model. It can also be used as ent_remove_all to remove all instances of a specific type of entity from the match, such as ent_remove_all merasmus to remove all Merasmus entities.
ent_fire
- ent_fire team_round_timer addtime <seconds>, adds/removes a specified amount of time to/from the stopwatch timer. For example, ent_fire team_round_timer addtime -60 removes 60 seconds from the clock.
- ent_fire team_round_timer pause/resume, pauses/unpauses the timer.
- ent_fire team_round_timer disable/enable, disables/enables the timer. If disabled, the timer is essentially paused but also removed from the HUD.
- ent_fire !picker setbuilder !self while looking at an unnamed building will make the player the owner.
- ent_fire player SpeakResponseConcept HalloweenLongFall forced all players to scream
Power Play
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. If there is any string after the powerplay command is executed, (for example, condump_on 1
) it will activate powerplay for the whole team the developer is on rather than only the developer issuing the command. 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-FixÜberCharge 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 |
Tf2 Cheat Pack Game Bananas
See also:SourceMod plugin that allows server administrators to grant power play on any player.
See also
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Update sv_cheats/server operator requirements, new commands, outdated commands |
This article has a list of console commands below. Using the Developer Console, you can turn specific gameplay and graphic settings on or off, or modify their values. The console can be enabled from the advanced menu in options or via Set launch options. Any command put in the autoexec.cfg file will automatically be loaded on game launch.
These settings can also be put into the class-specific .cfg files in your Team Fortress 2 folder in order to create class-specific configurations.
For a complete list of Team Fortress 2 console commands and variables, see the Valve Developer Wiki.
For more console commands, see Cheats.
- 1List of useful console commands
List of useful console commands
cl_ commands
cl_ask_blacklist_opt_out
<0/1> - Turns question whether to blacklist a server after leaving after a short amount of time off/on (Default: 0)cl_ask_favorite_opt_out
<0/1> - Turns question whether to favorite a server after leaving after a longer amount of time off/on (Default: 0)cl_autoreload
<0/1> - Turns automatic reloading off/on (can also be changed from advanced Options)cl_autorezoom
<0/1> - Turns Sniper Rifle re-zoom off/on (can also be changed from advanced Options) (Default: 0)cl_cmdrate
<30-66> - Max number of command packets sent to server per second (Default: 30)cl_burninggibs
<0/1> - Turns burning gibs off/on (Default: 0)cl_cloud_settings
<0/1> - Turns syncing of config files with the Steam cloud off/on (Default:1)cl_crosshair_file
<filename> - Sets crosshair picture. ' is standard-crosshairs. example: 'crosshair1' (can also be changed from Multiplayer options) (Default: ')cl_drawhud
<0/1> - Hides/shows the HUD -sv_cheats 1
required (Default: 1)cl_first_person_uses_world_model
<0/1> - Sets full-body awareness mode off/on (for use with VR headsets) (Default: 0)cl_flipviewmodels
<0/1> - Sets viewmodels normal/inverted(left-handed) - does not work while connected to a server (can also be changed from advanced options) (Default: 0)cl_hud_playerclass_use_playermodel
<0/1> - Sets whether or not the player's model is used on the HUD (Default: 1)cl_interp
<0.015-0.5> - Sets how far character models are interpolated (drawn away from their actual position) in the world, a good standard value for hitscan weapons is 0.0303, while for projectiles/flames 0.0152 is good (Default: 0.1)cl_interp_ratio
<1-3> - This will determine the set interp with dividing your cl_updaterate based on what you set, 1 for projectiles, then 2 for hitscan weapons (Default: 2)cl_mvm_wave_status_visible_during_wave
<0/1> - Turns HUD display always showing the robots left in a Mann vs Machine wave off/on.cl_new_impact_effects
<0/1> - Turns new, better looking impact effects off/on, most noticeable on glass (Default: 1)cl_ragdoll_collide
<0/1> - Turns ragdoll collisions on/off (client-side only)cl_ragdoll_fade_time
<seconds> - Sets time until ragdolls disappear (client-side only), default is 15 secondscl_ragdoll_physics_enable
<0/1> - Determines whether bullets, explosives, and attacks will interact with ragdolls (Default: 1)cl_showbackpackrarities
<0/1> - Turns color-coded items in trade off/oncl_showfps
<0/1/2> - Shows framerate (off/real-time/rounded)cl_showpos
<0/1> - Shows the map coordinates and movement speed of the playercl_spec_carrieditems
<0/1> - Shows non-standard items being carried by player you're spectatingcl_smooth
<0/1> - Smooth view/eye origin after prediction errors (Default: 1)cl_smoothtime
<0.01-2> - Smooth client's view after prediction error over this many seconds (Default: 0.1)cl_updaterate
<20-66> - Number of packets per second of updates you are requesting from the server (Default: 20)cl_yawspeed
<number> - Sets the speed at which your character turns when using the+left
and+right
commands
addcond commands
sv_cheats 1
required
addcond 5
- Gives the player a ÜberCharge effect that can be removed if healed by Dispenser, Medic or being killedaddcond 11
- Gives the player a critical effect that can be removed if healed by Dispenser, Medic or being killedaddcond 19
- Gives the player the Mini-Crit effectaddcond 52
- Gives the player permanent ÜberCharge effect.addcond 55
- Gives the player the Amputator taunt effect. Affects nearby allies.addcond 56
- Gives the player a critical effect that will not be removed unless killed or via removecondaddcond 57
- Gives the player a ÜberCharge effect that will not be removed unless killed or via removecondaddcond 58
- Gives the player the Vaccinator ÜberCharge effect.addcond 64
- Player will Cloak immediately regardless of class. Used for the Invisibility Magic spell.addcond 66
- Bots will ignore the player even if the player bumps into a bot when disguised or cloakedaddcond 72
- Gives the player an effect that enhance their reload speed, firing speed, movement speed and grants infinite double jumpsaddcond 73
- Gives the player the Quick-Fix ÜberCharge effectaddcond 74
- Makes the player 10 times bigger and 10 times the health, also player will have infinite ammo but not clip size - player's melee range will remain the sameaddcond 75
- Makes the player 10 times smaller; melee range and health will stay the sameaddcond 92
- Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the 'Regen' powerup in Mannpower modeaddcond 114
- Enables glow outlines on friendly players and buildings
ent_ commands
sv_cheats 1
required
- Item pickups
ent_create item_healthkit_small
- Spawns in a Small Health Kit where the player is aimingent_create item_healthkit_medium
- Spawns in a Medium Health Kit where the player is aimingent_create item_healthkit_full
- Spawns in a Full Health Kit where the player is aimingent_create item_ammopack_small
- Spawns in a Small Ammo Pack where the player is aimingent_create item_ammopack_medium
- Spawns in a Medium Ammo Pack where the player is aimingent_create item_ammopack_full
- Spawns in a Full Ammo Pack where the player is aimingent_create item_teamflag
- Spawns in a white Briefcase where the player is aiming. Note: Both teams can pick up the spawned Briefcaseent_create item_currencypack_small
- Spawns in a Small Credits Pickup where the player is aimingent_create item_currencypack_medium
- Spawns in a Medium Credits Pickup where the player is aimingent_create item_currencypack_large
- Spawns in a Large Credits Pickup where the player is aiming
- Buildings
ent_create obj_sentrygun
- Spawns in a level 1 Sentry Gun where the player is aimingent_create obj_dispenser
- Spawns in a level 1 Dispenser where the player is aimingent_create obj_teleporter
- Spawns in a level 1 Teleporter where the player is aiming- Optional parameters (work with certain commands):
teamnum <2/3>
: Team RED/BLU (values other than 2 or 3 will spawn a BLU building that will be attacked by both teams, but if it is a Sentry it will only attack BLU)defaultupgrade <0/1/2>
: Level 1/2/3 buildingspawnflags <number>
: Examples includespawnflags 2
for invulnerability,4
to make the building upgradable, and8
to give Sentry Guns infinite ammo. Adding the values of multiple spawnflags together will impart those properties onto the desired entity- Example:
ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8
spawns a level 3 RED Sentry Gun with infinite ammo
- Optional parameters (work with certain commands):
- Neutral enemies and bosses
ent_create headless_hatman
- Spawns the Horseless Headless Horsemann where the player is aimingent_create eyeball_boss
- Spawns a variation of MONOCULUS where the player is aimingent_create eyeball_boss teamnum 1
- Spawns a ghostlyBLU MONOCULUS where the player is aiming for 10 secondsent_create eyeball_boss teamnum 2
- Spawns a ghostly RED MONOCULUS where the player is aiming for 10 secondsent_create eyeball_boss teamnum 5
- Spawns the boss version of MONOCULUS where the player is aiming
ent_create merasmus
- Spawns Merasmus where the player is aimingent_create tf_zombie
- Spawns a Skeleton where the player is aimingent_create tank_boss
- Spawns a Tank Robot where the player is aiming- Optional parameter (work with certain commands):
speed <integer>
Modifies movement speed of certain entities.- Example:
ent_create tank_boss speed 1
Spawns an extremely slow tank. health<integer>
Sets health of the tank.- Example:
ent create tank_boss health 100
Spawns a tank with 100 health. modelscale<integer>
Sets tank scale.- Example:
ent create tank_boss modelscale 2
Spawns a big tank.- Example:
ent create tank_boss speed 200 health 50 modelscale 0.5
Spawns a fast, tiny tank with 50 health.
- Example:
- Optional parameter (work with certain commands):
- Removing entities
ent_remove
- Removes the entity being pointed at by the crosshairent_remove_all
- Removes a specific type of entity, such asent_remove_all obj_sentrygun
tf_ commands
tf_allow_player_use
<0/1> - Toggles the+use
command on a server, useful for some custom maps. (default: 0) - server operator onlytf_allow_taunt_switch
<0/1/2> - Disallows/allows switching weapons during taunts. (1 = start of taunt only; 2 = at any time during the taunt) - server operator only (Default: 0)tf_always_deathanim
<0/1> - Forces death animation - server operator onlytf_always_loser
<0/1> - Forces 'loser' (humiliation) animation and puts player in third-person (but can still fire weapons) -sv_cheats 1
only.tf_avoidteammates_pushaway
<0/1> - Toggles the ability to push your teammates by standing near or in them. (default: 1)tf_bot_add
<number> - Spawns a number of computer-controlled bots - server operator onlytf_bot_flag_kill_on_touch
<0/1> - If enabled, kills bots upon picking up the Intelligence. (default: 0) -sv_cheats 1
only.tf_bot_quota
<number> - Sets the total number of computer-controlled bots in the server, but if a player is in the server it will override a bot slot - server operator only (Default: 0)tf_damage_disablespread
<0/1> - Turns random damage-spread (+-10%) for weapons off/on - server operator only (Default: 0)tf_damage_multiplier_(blue/red)
<number> - Increases or decreases the damage vulnerability of a given team - server operator onlytf_dingalingaling
<0/1> - Turns weapon hit sound off/on (can also be changed from advanced options)tf_dingalingaling_repeat_delay
<seconds> - Limits how often the weapon hit sound can play (Default: 0)tf_dingaling_pitchmaxdmg
<0-255> - Sets the pitch of maximum damage with your weapon, a lower pitch is recommended in most cases, (default: 100)tf_dingaling_pitchmindmg
<0-255> - Sets the pitch of minimum damage with your weapon, a higher pitch is recommended in most cases, (default: 100)tf_dingaling_volume
<0~1> - Sets the volume for hit sounds, (default: 0.75)tf_flag_caps_per_round
- Sets the number of times the Intelligence must be captured in Capture the Flag for a team to win (default: 3) - server operator onlytf_forced_holiday
<0-6> - Enables holiday mode (0: default; 1: Birthday; 2: Halloween; 3: Christmas; 4 = Valentine's Day; 5 = Meet the Pyro (Unused); 6 = Full Moon) - server operator onlytf_matchmaking_join_in_progress
<0/1> - Toggles whether or not Casual matchmaking will send the player into a match in progress. (Default: 1)tf_medieval
<0/1> - Turns Medieval mode on/off, requires map change to take effect - server operator onlytf_medigun_autoheal
<0/1> - Turns healing without holding attack off/on (can also be changed from advanced options) (Default: 0)tf_medieval_autorp
<0/1> - Enables/disables automatic medieval-style text modification in the chat box (Default in medieval mode: 1, default in normal servers: 0)tf_medieval_thirdperson
<0/1> - Toggles third person view during Medieval mode (Default: 0)tf_mvm_jump_to_wave
<integer> - Immediately skips to a specific wave in MvMtf_overtime_nag
<0/1> - Turns endless shouting of 'OVERTIME!' in Overtime off/on - server operator only (Default: 0)tf_particles_disable_weather
<0/1> - Disables weather effects on supported maps (Default: 0)tf_playergib
<0/1/2> - Handles the frequency of gibbing. (0 = never; 1 = default; 2 = always, including attacks that normally don't gib) - server operator onlytf_powerup_mode
<0/1> - Enable Mannpower on the server off/on - server operator onlytf_romevision_opt_in
<0/1> - Turns Romevision in Mann vs. Machine off/on (Default: 0)tf_romevision_skip_prompt
<0/1> - If nonzero, skip the prompt about sharing Romevision. (Default: 0)tf_scoreboard_mouse_mode
<0/1/2> - Allows the user to interact with the scoreboard and right-click on player names to view a set of available actions, such as 'Profile', which opens the Steam profile of the chosen user. Set to 1 to turn on at all times, and set to 2 to only turn on when the user clicks while viewing the scoreboard. (Default: 0)tf_scoreboard_ping_as_text
<0/1> - Toggles if players pings are represented by numbers (text) or as 'connection strength' bars (Default: 0)tf_taunt_first_person
<0/1> - taunts are in first person for full-body awareness mode (for use with Oculus Rift) (Default: 0)tf_test_spellindex
<-1-11> - Set to index to always get a specific Magic spell (-1 = No spell; 0 = Fireball; 1 = Ball O' Bats; 2 = Uber Heal; 3 = Pumpkin MIRV; 4 = Blast Jump; 5 = Stealth; 6 = Teleport; 7 = Ball O' Lightning; 8 = Minify; 9 = Meteor Storm; 10 = Summon MONOCULUS; 11 = Summon Skeletons) - server operator only (Default: -1)tf_use_fixed_weaponspreads
<0/1> - Turns fixed, consistent spread for weapons like Shotgun, Scattergun and Shortstop off/on - server operator only (Default: 0)tf_use_min_viewmodels
<0/1> - Turns minimal viewmodels off/on, which reduces the size of weapons on screen. (Default: 0)tf_weapon_criticals
<0/1> - Turns random criticals for primary or secondary weapons off/on - server operator only (Default: 1)tf_weapon_criticals_melee
<0-2> - If set to 0, melee weapons will never crit, even iftf_weapon_criticals
is set to 1. If set to 1, melee weapons can crit only iftf_weapon_criticals
is 1. If set to 2, melee weapons can crit no matter whattf_weapon_criticals
is set to. - server operator only (Default: 1)
sv_ commands
sv_cheats
<0/1> - Turns cheats off/on - server operator onlysv_gravity
<number> - Sets serverwide gravity (default: 800)- server operator onlysv_lan
<0/1> - Allows/Disallows people on non-local networks from joining. - server operator only- In order to host a listen (in-game) server that people can connect to over the Internet, your 27015 port must be forwarded
- In order to host a listen (in-game) server that people can connect to over the Internet, your 27015 port must be forwarded
sv_password
<password> - Sets the password for a server - server operator onlysv_pure
<-1/0/1/2> - Determines how much custom content (HUDs, animations, sound mods) should be allowed on a server (-1: Allow all; 0: Allow all, except for Materials ; 1: Uses sv_pure.cfg; 2: Uses sv_pure_strict.cfg) - server operator only
Gamebanana Tf2 Spray
mp_ commands
mp_autoteambalance
<0/1> - Disables/Enables automatic team balancing - server operator onlymp_disable_respawn_times
<0/1> - Enables/Disables respawn times - server operator onlymp_forcerespawnplayers
- Immediately respawns all players (and bots) on the server -sv_cheats 1
only.mp_forcewin
- Immediately wins the round for the command user's team -sv_cheats 1
only.mp_friendlyfire
<0/1> - Toggles friendly fire (the ability to injure teammates). - server operator onlymp_highlander
<0/1> - Toggles Highlander mode. - server operator onlymp_idledealmethod
<0/1/2> - Chooses how to deal with idle players (0: Don't kick; 1: Move to spectate, then kick; 2: Kick directly) - server operator onlymp_restartgame
<seconds until restart> - Restarts the round and resets the round time. - server operator onlymp_scrambleteams
- Initiates a team scramble immediately.mp_teams_unbalance_limit
<number> - The team size difference at which players are forced onto the opposite team. - server operator only
mp_timelimit
<minutes> - The length of time that a map should last before swapping. - server operator onlymp_usehwmmodels
<-1/0/1> - Disables/Enables HWM models used in TF2 Source Filmmaker shorts (-1: Never, 0: GPU-Based; 1: Always)mp_usehwmvcds
<-1/0/1> - Disables/Enables mouth movement on HWM models (-1: Never, 0: GPU-Based; 1: Always)mp_waitingforplayers_cancel
<0/1> - If nonzero, cancels 'Waiting for players..' time - server operator only
hud_ commands
hud_combattext
<0/1> - Turns the damage text above enemies off/onhud_combattext_batching
<0/1> - Turns the damage text above players adding together within an interval off/onhud_combattext_batching_window
<.1~2> - Time in seconds to combine damage text
hud_combattext_doesnt_block_overhead_text
<0/1> - Turns overwriting the particle effects used for critical hits and mini-crits off/onhud_combattext_healing
<0/1> - Turns healing text above teammates off/onhud_deathnotice_time
<seconds> - How long to display the kill feed before it fades outhud_reloadscheme
- Used to fix various HUD-color errors or lingering Crit-effectshud_saytext_time
<seconds> - How long to display chat comments before they fade out (Default: 12)
Miscellaneous commands
For players
bind
<key> <command> - Binds a key to a command.bind
<key> - Displays the command the given key is bound to.unbind
<key> - Unbinds a key.unbindall
- Unbinds all keys.dropitem
- Drop the flag or Intelligence.kill
- Commit suicide.explode
- Commit suicide by exploding into gibs.+attack
- Forces the player to constantly use their primary fire. (Same as M1) (-attack
will disable)+attack2
- Forces the player to constantly use their secondary fire. (Same as M2) (-attack2
will disable)
+attack3
- Forces the player to constantly use their tertiary fire. (Same as middle-click or M3) (-attack3
will disable)fov_desired
<75-90> - Set desired field of view (higher values show more of the battlefield at the cost of fps) (can also be changed from advanced video Options)jointeam
<red/blue/auto/spectator> - Force team. (use this if you are stuck in 'dead spectator' mode when too many people attempt to join a team at the same time)jpeg
- Take a jpeg screenshot.noclip
- Allows the players on the server to fly through walls. -sv_cheats 1
only.retry
- Retry connection to last server.status
- Display map and connection status.viewmodel_fov
<number> - Sets distance in which your weapons are drawn, higher values show more of the weapon and arms but may show missing parts. (can also be changed from advanced Options)r_drawviewmodel
<0/1> - Turns viewmodels on and off. (can also be changed from advanced Options)r_drawtracers_firstperson
<0/1> - Disables visuals from tracer rounds (from Machina and Hitman's Heatmaker) for your weapon only, not other players'.restart
- Restarts the current server dedicated server onlyfind
<text> - Displays all commands that match a string of texthurtme
<number> - Deals a given amount of damage (can be negative for extra health) -sv_cheats 1
onlyzoom_sensitivity_ratio
<0~1> - Sets the ratio of sensitivity while zoomed in with the Sniper Rifle with accordance to actual sensitivity.net_graph
<0-4> Shows different amounts of information such as ping, framerate, lerp, and packet loss depending on the input value.thirdperson
- Places your view in a camera behind your character -sv_cheats 1
onlythirdperson_mayamode
- If active, turning in third person does not move the camera -sv_cheats 1
onlythirdperson_platformer
<0/1> - If active, the mouse controls the camera while movement is controlled relative to it.- If
thirdperson_mayamode
isn't active, walking towards the camera will 'push' your view away.
- If
firstperson
- Return to first person perspective.- If
thirdperson_platformer
is still set to 1, you will not be able to move the camera during taunts.
- If
currency_give
<amount> - Gives a specified amount of credits in Mann vs. Machine (Maximum amount of credits you can have is 30000) -sv_cheats 1
onlysnd_restart
- Used to restart all sounds in any game mode.player_ready_toggle
- Readies/unreadies the player in MVM and Competitiveshake
- Shakes the screen briefly, similarly to the shaking that occurs from a Payload cart's explosion -sv_cheats 1
onlyghost_spawn
- Spawns a ghost that moves following a set path and disappears soon after. -sv_cheats 1
onlytaunt_by_name
<taunt name> - Runs a specified taunt, given the exact name of a taunt in the player's current taunt loadout, without having to open the taunt menu.
For moderators/admins
changelevel
<mapname> - Changes the map.cvarlist
- View complete cvar list.exec
- Execute config file from the tf/cfg folder.map
<mapname> - Changes the map and restarts the server.- Starts a new server if entered on the main menu - useful for bypassing the 'Create New Server' dialog and map drop-down menu
maps
<*/mapname> - Display list of maps.nextlevel
<mapname> - Sets the next map to be played.rcon_password
<password> - gives player access to remote control commands of a server.rcon
<command> - Executes an rcon command.rcon_address
<ip address> - Sets the server address to send rcon commands to (if not set, console sends the command to the server that the player is currently in instead)phys_pushscale
<number> - Determines how far player corpses can be 'pushed' when killedphys_timescale
<number> - Determines how fast props/projectiles move (default: 1)tf_ctf_bonus_time
<number> - Determines how long (in seconds) guaranteed critical hits are enabled when the Intelligence is captured on a CTF map. 0 disables them entirely. Default is 10 seconds.
For recording
record
<demo name> - Begins a demo recordingstop
- Stops a demo recordingstartmovie
<moviename> - Opens up the source recorder during demo play back and allows for high quality avi format recordingendmovie
- Stops source recorderhost_framerate
<number> - Tells the source recorder to record at a constant frameratehost_timescale
<number> - Use in conjunction withhost_framerate
to produce a smooth video output. Can also be used alone to either speed up or slow down gameplay. Default is 1.0 -sv_cheats 1
onlydemoui
- Brings up a toolbox for replays (shift+F2 will also bring up the tool box)
The following commands were introduced by the Demo Support feature (see May 31, 2016 Patch):
ds_record
- Manually start a recordingds_stop
- Manually stop a recordingds_mark
<comment> - Bookmark the current demo tick count for future reference. The <comment> is an optional descriptor you may include.ds_status
- Report the current recording status
Weapon commands
The 'use' command is used to switch to the specified weapon.
use is similar to the 'slot' commands, but cannot be used for voice commands.
- Syntax
use
<weapon_name>
- Arguments
- <weapon_name>
- Scout
tf_weapon_scattergun
tf_weapon_handgun_scout_primary
tf_weapon_soda_popper
tf_weapon_pistol_scout
tf_weapon_lunchbox_drink
tf_weapon_jar_milk
tf_weapon_handgun_scout_secondary
tf_weapon_cleaver
tf_weapon_bat
tf_weapon_bat_wood
tf_weapon_bat_fish
- Soldier
tf_weapon_rocketlauncher
tf_weapon_rocketlauncher_directhit
tf_weapon_particle_cannon
tf_weapon_shotgun_soldier
tf_weapon_buff_item
tf_weapon_raygun
tf_weapon_shovel
tf_weapon_katana
tf_weapon_rocketlauncher_airstrike
- Pyro
tf_weapon_flamethrower
tf_weapon_shotgun_pyro
tf_weapon_flaregun
tf_weapon_jar_gas
tf_weapon_rocketpack
tf_weapon_fireaxe
- Demoman
tf_weapon_grenadelauncher
tf_weapon_pipebomblauncher
tf_weapon_bottle
tf_weapon_sword
tf_weapon_stickbomb
tf_weapon_katana
- Heavy Weapons Guy
tf_weapon_minigun
tf_weapon_shotgun_hwg
tf_weapon_lunchbox
tf_weapon_fists
- Engineer
tf_weapon_shotgun_primary
tf_weapon_sentry_revenge
tf_weapon_pistol
tf_weapon_laser_pointer
tf_weapon_mechanical_arm
tf_weapon_wrench
tf_weapon_robot_arm
tf_weapon_pda_engineer_destroy
tf_weapon_pda_engineer_build
- Medic
tf_weapon_syringegun_medic
tf_weapon_crossbow
tf_weapon_medigun
tf_weapon_bonesaw
- Sniper
tf_weapon_sniperrifle
tf_weapon_compound_bow
tf_weapon_sniperrifle_decap
tf_weapon_smg
tf_weapon_jar
tf_weapon_club
tf_weapon_sniperrifle_classic
- Spy
tf_weapon_revolver
tf_weapon_knife
tf_weapon_pda_spy
- To equip Sapper, use: '
build 3 0
'
- <weapon_name>
- Other Commands
invnext
- switches to the next weaponinvprev
- switches to the previous weaponlastinv
- switches to the last weapon used