Team Fortress 2/Debug Commands
This is a sub-page of Team Fortress 2.
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Along with the usual debug console commands that are in every Source engine game, there are a few that are specific to Team Fortress 2. As with all cheats, they require sv_cheats to be enabled via console.
Contents
Console Commands
addcond
Syntax: addcond <effect number> <time the effect should last, in seconds - leave out for infinite> <target, leave empty for self-targetting>
This hidden command allows you to apply status effects to yourself, including a few effects that are unused or typically unattainable by players. You can also use removecond (effect number) to remove an effect.
Effect # | Internal Name | Functionality |
---|---|---|
-1 | TF_COND_INVALID | Invalid. |
0 | TF_COND_AIMING | Slowed movement speed, used when spinning the minigun or scoped with the Sniper Rifle. Forces player into reference pose. |
1 | TF_COND_ZOOMED | Sniper Rifle zoom. Crashes the game if you don't have a weapon with a scope equipped or a melee weapon active. |
2 | TF_COND_DISGUISING | Disguising - smoke effect. |
3 | TF_COND_DISGUISED | Disguising - putting on disguise. |
4 | TF_COND_STEALTHED | Cloaking effect. |
5 | TF_COND_INVULNERABLE | Ubercharge! Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
6 | TF_COND_TELEPORTED | "Dust" effect from stepping out of a teleporter. |
7 | TF_COND_TAUNTING | Taunting - adding this condition does nothing, but removing it stops a taunt instantly. |
8 | TF_COND_INVULNERABLE_WEARINGOFF | Ubercharge expiration effect, if player is also ubercharged. |
9 | TF_COND_STEALTHED_BLINK | "Flickering" effect if cloaked - removed instantly when added. |
10 | TF_COND_SELECTED_TO_TELEPORT | Teleporting - does nothing if added. |
11 | TF_COND_CRITBOOSTED | Crit boost! As seen with the Kritzkrieg and Frontier Justice. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
12 | TF_COND_TMPDAMAGEBONUS | Supposed to be a temporary damage buff but it does nothing. It was discovered within the 2017 source code leak that the only time the AddTmpDamageBonus function was called in the entire engine was commented out, making this condition entirely deprecated. A dev comment states Disabled because we have no attributes that use it, but just 3 lines down from that comment there is a hint to the existence of a cut attribute addperc_ondmgdone_tmpbuff. |
13 | TF_COND_FEIGN_DEATH | Dead Ringer effect. Works with any watch. Will also automatically apply condition 4. |
14 | TF_COND_PHASE | Bonk! Atomic Punch effect. |
15 | TF_COND_STUNNED | Stun effect. Does nothing when added via console, but removing it while stunned works on removing the stun. |
16 | TF_COND_OFFENSEBUFF | Buff Banner effect. |
17 | TF_COND_SHIELD_CHARGE | Chargin' Targe effect - the player will start walking forward with a limited turn rate, screaming like a Demoman. Only Demomen get the increased speed. |
18 | TF_COND_DEMO_BUFF | The Eyelander's sinister eye glow effect. Does nothing if added, but removing it will remove your eye glow. |
19 | TF_COND_ENERGY_BUFF | Crit-a-Cola/Buffalo Steak Sandvich effect. |
20 | TF_COND_RADIUSHEAL | Adds glowing rings under the player's feet, as seen in the Amputator taunt. The rings are removed after a taunt ends, but the effect is not. |
21 | TF_COND_HEALTH_BUFF | Continuous healing. Does nothing when added, but removing will remove such an effect. |
22 | TF_COND_BURNING | Triggers the sound effects and speech related to being set alight. Removing this condition removes the afterburn effect. |
23 | TF_COND_HEALTH_OVERHEALED | This condition is added to a player who is hit and subsequently healed by a bolt from a Crusader's Crossbow from their team's Medic. Its purpose is related to how the C_TFPlayer::UpdateOverhealEffect function works. If the player has this condition, the function checks whether they are overhealed or not, and applies the proper effects if they are not/cancels them if they are. It's basically a tracking condition. |
24 | TF_COND_URINE | Coated in Jarate. |
25 | TF_COND_BLEEDING | Bleeding. Does nothing when added, but removing will stop any bleeding. |
26 | TF_COND_DEFENSEBUFF | Battalion's Backup effect. |
27 | TF_COND_MAD_MILK | Coated in Mad Milk. |
28 | TF_COND_MEGAHEAL | Quick Fix's visual effects and knockback immunity. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
29 | TF_COND_REGENONDAMAGEBUFF | Concheror effect. |
30 | TF_COND_MARKEDFORDEATH | Marked for Death! |
31 | TF_COND_NOHEALINGDAMAGEBUFF | All attacks are mini-crits (no crit glow on weapon), can't be healed in any way. |
32 | TF_COND_SPEED_BOOST | Speed boost from being whipped across the hindquarters with the Disciplinary Action. |
33 | TF_COND_CRITBOOSTED_PUMPKIN | Crit boost from picking up a Halloween Pumpkin. |
34 | TF_COND_CRITBOOSTED_USER_BUFF | MvM Crit Boost canteen. |
35 | TF_COND_CRITBOOSTED_DEMO_CHARGE | Misc. generic crit boost effect. |
36 | TF_COND_SODAPOPPER_HYPE | Soda Popper "hype mode" multi-jumps. |
37 | TF_COND_CRITBOOSTED_FIRST_BLOOD | Arena Mode "first blood" crit boost bonus. |
38 | TF_COND_CRITBOOSTED_BONUS_TIME | Victory crit boost given to winning team. |
39 | TF_COND_CRITBOOSTED_CTF_CAPTURE | CTF Intel capture crit boost. |
40 | TF_COND_CRITBOOSTED_ON_KILL | Crit boost used by crit-on-kill weapons like the Killing Gloves of Boxing. |
41 | TF_COND_CANNOT_SWITCH_FROM_MELEE | Can't switch away from Melee weapon. Used by the Buffalo Steak Sandvich. |
42 | TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK | MvM Bomb Carrier buff - 35% less damage (50% less from Sentry Guns), team-colored buff ring effect. |
43 | TF_COND_REPROGRAMMED | Reprogrammed - unused and currently broken. When it worked, adding it switched you to RED. Removing it switched you to BLU, made sparks come out of your head, and stunned/slowed you for five seconds. Likely intended for MvM. |
44 | TF_COND_CRITBOOSTED_RAGE_BUFF | Phlogistinator's "MMMPH mode" crit boost. |
45 | TF_COND_DEFENSEBUFF_HIGH | Phlogistinator's "MMMPH mode" activation defence buff. |
46 | TF_COND_SNIPERCHARGE_RAGE_BUFF | Hitman's Heatmaker "Focus mode" effect. |
47 | TF_COND_DISGUISE_WEARINGOFF | Makes the Enforcer lose its 20% bonus, as if you fired to remove a disguise. |
48 | TF_COND_MARKEDFORDEATH_SILENT | Marked for death! Used for the Gloves of Running Urgently. |
49 | TF_COND_DISGUISED_AS_DISPENSER | Unused Dispenser disguise! Crouching makes you look like an enemy dispenser, which enemy Sentries will ignore, and slows your movement speed a little. Trying to switch weapons will freeze you briefly. |
50 | TF_COND_SAPPED | Sparks spew out of your head. Used in MvM for sapped robots. |
51 | TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED | "Hidden" Ubercharge - effect only displays briefly when shot. Used in MvM for robots that haven't entered the arena yet. |
52 | TF_COND_INVULNERABLE_USER_BUFF | MvM Canteen Ubercharge. |
53 | TF_COND_HALLOWEEN_BOMB_HEAD | Head turned into a bomb! Will only function properly if Merasmus is in the map. May crash on maps other than Ghost Fort. |
54 | TF_COND_HALLOWEEN_THRILLER | Can't move, funky disco music plays, all taunts are the Thriller taunt. Used in Ghost Fort's Wheel of Fate. |
55 | TF_COND_RADIUSHEAL_ON_DAMAGE | Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point). |
56 | TF_COND_CRITBOOSTED_CARD_EFFECT | Misc. Crit Boost. |
57 | TF_COND_INVULNERABLE_CARD_EFFECT | Misc Ubercharge. |
58 | TF_COND_MEDIGUN_UBER_BULLET_RESIST | Vaccinator Uber: Bullet resistance. |
59 | TF_COND_MEDIGUN_UBER_BLAST_RESIST | Vaccinator Uber: Blast resistance. |
60 | TF_COND_MEDIGUN_UBER_FIRE_RESIST | Vaccinator Uber: Fire resistance. |
61 | TF_COND_MEDIGUN_SMALL_BULLET_RESIST | Vaccinator Passive: Bullet resistance. |
62 | TF_COND_MEDIGUN_SMALL_BLAST_RESIST | Vaccinator Passive: Blast resistance. |
63 | TF_COND_MEDIGUN_SMALL_FIRE_RESIST | Vaccinator Passive: Fire resistance. |
64 | TF_COND_STEALTHED_USER_BUFF | Instant cloak, can attack while uncloaking without having to wait for the animation to finish. |
65 | TF_COND_MEDIGUN_DEBUFF | Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags. |
66 | TF_COND_STEALTHED_USER_BUFF_FADING | Enemy bots will ignore you, a vignette shows on the screen, and you gain the Spy's cloak effect. |
67 | TF_COND_BULLET_IMMUNE | Bullet immunity. |
68 | TF_COND_BLAST_IMMUNE | Blast immunity. |
69 | TF_COND_FIRE_IMMUNE | Fire immunity. |
70 | TF_COND_PREVENT_DEATH | Player cannot be killed (Buddha Mode) - automatically removed upon dropping to 1HP. |
71 | TF_COND_MVM_BOT_STUN_RADIOWAVE | MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). |
72 | TF_COND_HALLOWEEN_SPEED_BOOST | "Minify" magic spell effect: Speed boost, firing speed boost, reload speed boost, and infinite double jumps. |
73 | TF_COND_HALLOWEEN_QUICK_HEAL | Quick-Fix-esque healing effect. |
74 | TF_COND_HALLOWEEN_GIANT | Triple size, 10x health, forced into third person. |
75 | TF_COND_HALLOWEEN_TINY | 1/3rd size, big head, forced into third person. |
76 | TF_COND_HALLOWEEN_IN_HELL | Death turns the player into a ghost, but they can still use voice commands. |
77 | TF_COND_HALLOWEEN_GHOST_MODE | Turned into a ghost. RIP. Removing returns you to the land of the living. |
78 | TF_COND_MINICRITBOOSTED_ON_KILL | Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags. |
79 | TF_COND_OBSCURED_SMOKE | Allows dodging similar to condition 14, but only dodges 75% of the time. |
80 | TF_COND_PARACHUTE_ACTIVE | Parachute effect, removed when touching the ground. |
81 | TF_COND_BLASTJUMPING | According to the 2017 source code leak, this appears to just be a tracking condition that is applied when a player either sticky jumps or rocket jumps and is removed when they land. Internally, sticky jumping and rocket jumping appear to be referred to as "blast jumping". This condition is also used by other things like logic for attributes to help determine if a player is currently "blast" jumping. |
82 | TF_COND_HALLOWEEN_KART | Gives the player Bumper Kart movement (from Scream Fortress 2014). |
83 | TF_COND_HALLOWEEN_KART_DASH | Increased the player's Field of View with their world model playing the Bumper Car boosting animation. If the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or they hit a wall or other player. |
84 | TF_COND_BALLOON_HEAD | Gives the player a larger head and lowered gravity. |
85 | TF_COND_MELEE_ONLY | Melee only mode, adds conditions 32 and 75. |
86 | TF_COND_SWIMMING_CURSE | Allows the Player to swim in air, gaining vision effects as if underwater or covered in Jarate. |
87 | TF_COND_FREEZE_INPUT | Locks the player in place and stops them from turning. |
88 | TF_COND_HALLOWEEN_KART_CAGE | Player gains a cage surrounding them, adding condition 87. However, this seems to crash the game. |
89 | TF_COND_DONOTUSE_0 | Internally, this says to not use this, but this is apparently also the condition that is checked to determine whether or not a player is holding a Rune. |
90 | TF_COND_RUNE_STRENGTH | Double damage and no damage falloff. |
91 | TF_COND_RUNE_HASTE | Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed. |
92 | TF_COND_RUNE_REGEN | Regen ammo, health, and metal. |
93 | TF_COND_RUNE_RESIST | Takes 1/2 damage and critical immunity. |
94 | TF_COND_RUNE_VAMPIRE | Takes 3/4 damage, gain health on damage, and 40% increase in max health. |
95 | TF_COND_RUNE_REFLECT | Attacker takes damage and knockback on hitting the player and 50% increase in max health. |
96 | TF_COND_RUNE_PRECISION | Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles. |
97 | TF_COND_RUNE_AGILITY | Increased movement speed, grappling hook speed, jump height, and instant weapon switch. |
98 | TF_COND_GRAPPLINGHOOK | Used when a player fires their grappling hook, no effect applying or removing. |
99 | TF_COND_GRAPPLINGHOOK_SAFEFALL | Used when a player is pulled by their grappling hook, no effect applying or removing. |
100 | TF_COND_GRAPPLINGHOOK_LATCHED | Used when a player latches onto a wall, no effect applying or removing. |
101 | TF_COND_GRAPPLINGHOOK_BLEEDING | Used when a player is hit by attacker's grappling hook. |
102 | TF_COND_AFTERBURN_IMMUNE | Deadringer afterburn immunity. |
103 | TF_COND_RUNE_KNOCKOUT | Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit. |
104 | TF_COND_RUNE_IMBALANCE | Prevents gaining a crit-boost or Uber powerups. |
105 | TF_COND_CRITBOOSTED_RUNE_TEMP | Crit-boost effect. |
106 | TF_COND_PASSTIME_INTERCEPTION | Used when a player intercepts the Jack/Ball. |
107 | TF_COND_SWIMMING_NO_EFFECTS | Swimming in the air without animations or overlay. |
108 | TF_COND_PURGATORY | Refills max health, short Uber, escaped the underworld message on removal. |
109 | TF_COND_RUNE_KING | Increased max health and applies condition 113. |
110 | TF_COND_RUNE_PLAGUE | Radius health kit stealing, increased max health, players you touch also get condition 112. |
111 | TF_COND_RUNE_SUPERNOVA | Charge meter passively increasing, when charged activated causes radius Bonk stun. |
112 | TF_COND_PLAGUE | Plague sound effect and message, blocks King powerup health regen. |
113 | TF_COND_KING_BUFFED | Increased fire rate, reload speed, and health regen to players in a radius. |
114 | TF_COND_TEAM_GLOWS | Outline and health meter of teammates (and disguised spies). |
115 | TF_COND_KNOCKED_INTO_AIR | Used when a player is airblasted. |
116 | TF_COND_COMPETITIVE_WINNER | Based on code in the 2017 source code leak, these conditions appear to be tracking conditions used by the engine in logic pertaining to the end-of-match Competitive screen. |
117 | TF_COND_COMPETITIVE_LOSER | |
118 | TF_COND_HEALING_DEBUFF | Healing debuff from Medics and dispensers. |
119 | TF_COND_PASSTIME_PENALTY_DEBUFF | Marked-for-death effect. |
120 | TF_COND_GRAPPLED_TO_PLAYER | Prevents taunting and some Grappling Hook actions. |
121 | TF_COND_GRAPPLED_BY_PLAYER | Based on code in the 2017 source code leak, this condition appears to be another tracking condition, but this time used for logic related to grappling hook targetting. |
122 | TF_COND_PARACHUTE_DEPLOYED | Parachute deployed, prevents reopening it. |
123 | TF_COND_GAS | Gas Passer effect. |
124 | TF_COND_BURNING_PYRO | Dragon's Fury afterburn on Pyros. |
125 | TF_COND_ROCKETPACK | Thermal Thruster launched effects, prevents reusing. |
126 | TF_COND_LOST_FOOTING | Less ground friction. |
127 | TF_COND_AIR_CURRENT | Reduced air control and friction. |
128 | TF_COND_HALLOWEEN_HELL_HEAL | Used when a player gets teleported to hell. |
removecond
Syntax: removecond <effect number>
Like the name suggests, this hidden command removes the condition you input.
currency_give
Syntax: currency_give <amount>
Gives you money in MvM mode. Excessive amounts (over $30000 or so) may cause a server crash, so be careful!
ent_create
Syntax: ent_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N>
As in other Source engine games, this lets you spawn entities.
Examples:
- ent_create merasmus - Spawns Merasmus!
- ent_create eyeball_boss - Spawns a BLU Monoculous!
- ent_create eyeball_boss teamnum 2 - Spawns a RED Monoculous!
- ent_create eyeball_boss teamnum 5 - Spawns the original Monoculous!
- ent_create headless_hatman - Spawns the Horseless Headless Horsemann!
- ent_create tf_zombie - Spawns Skeletons! Before Halloween 2013, it spawned a random class with a Voodoo-Cursed Soul and an invisible melee weapon.
- ent_create tf_spell_pickup - Spawns a spellbook, as seen in Helltower!
- ent_create tank_boss - Spawns an MvM Tank! On Payload maps, it acts as an automated bomb cart, moving and capping points on its own. On other maps, it makes a beeline for the nearest door.
- ent_create ghost - Spawns a ghost, which typically immediately falls through the floor or vanishes!
condump_on/off (Powerplay!)
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Does condump_off <any random text here> disable PowerPlay on your whole team in a similar fashion to the condump_on command? |
Syntax:
- condump_on - Enables PowerPlay on yourself.
- condump_on <any random text here> - Enables PowerPlay on your entire team.
- condump_off - Disables PowerPlay on yourself.
These sneaky, covertly-named commands do not require sv_cheats to be enabled, but do require to be logged in under one of a whitelisted set of Steam account IDs, belonging to members of the TF2 dev team. If anything is typed after the command (i.e. condump_on 1), it will activate for the activator's entire team, not just the activator.
When activated, those affected are set alight and granted every Medic ubercharge effect simultaneously - invulnerability, 100% crits, all three Vaccinator resistance types, and the Quick Fix's knockback immunity. Due to bugs caused by the myriad updates over the years, the effects will eventually go away if the player is not continually healed by a Medic.
This, along with the unique "Valve Rocket Launcher", are among a couple of tools used by members of the TF2 dev team to hilariously, blatantly cheat when getting beaten down in public and charity games. The "Powerplay" name comes from the TF2 team's internal clan, named after a failed netcode initiative during the dialup modem era.
Unused Commands
Grenade Keybind Commands
Present in the game, but not used, are four control commands that were intended to be used for setting up a keybind for throwing grenades before the idea of grenades was scrapped entirely. Two commands are for the primary grenade slot, and the other two are for the special grenade slot.
- +grenade1 / -grenade1 - Throw primary grenade button down/up
- +grenade2 / -grenade2 - Throw special grenade button down/up.
It appears that initially you were able to freely throw grenades at any time, but this was later changed to require you to holster your active weapon first in order to wield the grenade you were going to throw.