Team Fortress 2

Team Fortress 2

Ocen: 41
Team Fortress 2 Console Commands
Autorstwa: CoreRelief
IMPORTANT: Do not ask me about commands, these are just the commands i found on the TF2 Wiki. I cant help you, so dont ask.

These are the commands from TF2 Wiki.
Link to Wiki:
https://wiki.teamfortress.com/wiki/List_of_useful_console_commands

Special thanks to Cyriv for the commands in section 3A: Bot commands.
Valve Developer Community Wiki for section 3B: ent_create objects Link: https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities

This guide is here to make it easier to find the commands while ingame.

Remember: You can use commands if the server has sv_cheats 1 on.
Dont use unbindall!
If you do use it then you can still fix it by pausing the game and going to Settings then Keyboard and finally by clicking Defaults.

So once more: Pause > Settings > Keyboard > Defaults. (Once on Keyboard you will see Defaults at the bottom of the screen, click it.)
   
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Introduction (Please read this.)
These commands are from the TF2 Wiki.
Here are the links to the pages that the commands are from:
https://wiki.teamfortress.com/wiki/List_of_useful_console_commands
https://wiki.teamfortress.com/wiki/Cheats

This guide was made because i could not have the internet open while playing TF2. (The game just glitches out.)
I also made this because other guides i looked at never had all the commands.
Enabling commands
Go to options-keyboard and click Advanced and tick the box for Enable Developer Console.

Press ` to open the command console and type sv_cheats 1.
Now you can begin entering the commands!
1: cl_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_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 <0~1> - Sets how far character models are interpolated (drawn away from their actual position) in the world, a good standard value for hitscan weapons is 0.033, while for projectiles/flames 0.0152 is good
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 seconds
cl_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/on
cl_showfps <0/1/2> - Shows framerate (off/real-time/rounded)
cl_showpos <0/1> - Shows the map coordinates and movement speed of the player
cl_spec_carrieditems <0/1> - Shows non-standard items being carried by player you're spectating
cl_yawspeed <number> - Sets the speed at which your character turns when using the +left and +right commands
2: Some fun addcond commands (The rest can be found in the extra commands section.)
sv_cheats 1 required
addcond 5 - Gives the player a ÜberCharge effect that can be removed if healed by Dispenser, Medic or being killed
addcond 11 - Gives the player a critical effect that can be removed if healed by Dispenser, Medic or being killed
addcond 16 - Gives the player mini-crits, adds a shiny gold hue to weapons.
addcond 19 - Gives the player the Mini-Crit effect
addcond 56 - Gives the player a critical effect that will not be removed unless killed or via removecond
addcond 57 - Gives the player a ÜberCharge effect that will not be removed unless killed or via removecond
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 cloaked
addcond 72 - Gives the player an effect that enhance their reload speed, firing speed, movement speed and grants infinite double jumps
addcond 73 - Gives the player the Quick-Fix ÜberCharge effect
addcond 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 same
addcond 75 - Makes the player 10 times smaller; melee range and health will stay the same
addcond 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
addcond 114 - Enables glow outlines on friendly players and buildings
3: ent_commands
sv_cheats 1 required
Item pickups
ent_create item_healthkit_small - Spawns in a Small Health Kit where the player is aiming
ent_create item_healthkit_medium - Spawns in a Medium Health Kit where the player is aiming
ent_create item_healthkit_full - Spawns in a Full Health Kit where the player is aiming
ent_create item_ammopack_small - Spawns in a Small Ammo Pack where the player is aiming
ent_create item_ammopack_medium - Spawns in a Medium Ammo Pack where the player is aiming
ent_create item_ammopack_full - Spawns in a Full Ammo Pack where the player is aiming
ent_create item_teamflag - Spawns in a white Briefcase where the player is aiming. Note: Both teams can pick up the spawned Briefcase
ent_create item_currencypack_small - Spawns in a Small Credits Pickup where the player is aiming
ent_create item_currencypack_medium - Spawns in a Medium Credits Pickup where the player is aiming
ent_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 aiming
ent_create obj_dispenser - Spawns in a level 1 Dispenser where the player is aiming
ent_create obj_teleporter - Spawns in a level 1 Teleporter where the player is aiming
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 building
spawnflags <number>: Examples include spawnflags 2 for invulnerability, 4 to make the building upgradable, and 8 to give Sentry Guns infinite ammo
Example: ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8 spawns a level 3 RED Sentry Gun with infinite ammo
Neutral enemies and bosses
ent_create headless_hatman - Spawns the Horseless Headless Horsemann where the player is aiming
ent_create eyeball_boss - Spawns a variation of MONOCULUS where the player is aiming
ent_create eyeball_boss teamnum 1 - Spawns a ghostly BLU MONOCULUS where the player is aiming for 10 seconds
ent_create eyeball_boss teamnum 2 - Spawns a ghostly RED MONOCULUS where the player is aiming for 10 seconds
ent_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 aiming
ent_create tf_zombie - Spawns a Skeleton where the player is aiming
ent_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
Removing entities
ent_remove - Removes the entity being pointed at by the crosshair
ent_remove_all - Removes a specific type of entity, such as ent_remove_all obj_sentrygun

Spells, Duck and Pumpkin Bomb:
ent_create tf_spell_pickup Spawns a Magic Spell pickup
ent_create tf_spell_pickup tier 1 Spawns a Rare Magic Spell pickup
ent_create tf_halloween_pickup Spawns a Scream Fortress IV Duck, these Ducks respawn after 10 seconds
ent_create tf_pumpkin_bomb Spawns a Pumpkin Bomb
3A: Bot commands
All the bot commands in one extra section.

tf_bot_add This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names.
Syntax
tf_bot_add [<count>] [<class>] [<team>] [<difficulty>] [<name>]
Parameters
<count>
Specifies the number of bots to spawn. If omitted, one bot is spawned.
Trying to create bots beyond maxplayers will fail with an error message in the console.
<class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy
<team>
Specifies the team name to assign the bot, where team can be red or blue.
<difficulty>
Sets the difficulty level for the bot, where difficulty can be easy, normal, hard, or expert.
<name>
Sets the connecting bot's name.
Example
tf_bot_add 3 heavyweapons red easy will add three Heavies to the RED team at the easy skill level.
tf_bot_difficulty Defines the skill of bots joining the game.
Syntax
tf_bot_difficulty <level>
Parameters
<level>
Sets the difficulty level for the bots. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Default is "Normal" (1).
Example
tf_bot_difficulty 2 will set all bots created after this command to "Hard" difficulty.
tf_bot_force_class If set to a class name, all TFBots will respawn as that class.
Syntax
tf_bot_force_class <class>
Parameters
<class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy. Default is "" (aka blank).
Example
tf_bot_force_class medic will make all TFbots respawn as Medic.
tf_bot_join_after_player If nonzero, bots wait until a player joins before entering the game. This only applies to quota spawned bots.
Syntax
tf_bot_join_after_player <integer>
Parameters
<integer>
Either 1 or 0. Default is 1 (enabled).
Example
tf_bot_join_after_player 0 will make TFBots join the game when added even if no players are on a team.
tf_bot_keep_class_after_death If zero, bots will always respawn as a different class.
Syntax
tf_bot_keep_class_after_death <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_keep_class_after_death 1 will prevent TFBots from changing class.
tf_bot_kick
This command will remove one or all AI bots.
Syntax
tf_bot_kick <name/all>
Parameters
<name/all>
Specifies the name of bot to remove or all.
Example
tf_bot_kick CEDA will kick the TFbot named "CEDA" if one exists.
tf_bot_prefix_name_with_difficulty If nonzero, append the skill level of the bot to the bot's name
Syntax
tf_bot_prefix_name_with_difficulty <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_prefix_name_with_difficulty 1 will cause added bots to have names like "1 Aimbot" (normal) and "3 Saxton Hale" (expert).
tf_bot_quota Determines the total number of TFBots in the game. Only has effect if tf_bot_quota_mode = "fill" or "match".
Syntax
tf_bot_quota <integer>
Parameters
<integer>
Whole number between 0 and how many players the server can hold. Default is 0.
Example
tf_bot_quota 2, if tf_bot_quota_mode = match, will add two bots to the server for every one human.
tf_bot_quota_mode Determines the type of quota.
Syntax
tf_bot_quota_mode<normal/fill/match>
Parameters
normal/fill/match
If 'normal', the server will never add/remove TFbots without explicit commands and bot_quota has no effect.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
Example
tf_bot_quota_mode fill will always keep (bot_quota - # of human players) bots in the game.
tf_bot_taunt_victim_chance Determines how often a Bot will taunt a human victim.
Syntax
tf_bot_taunt_victim_chance <integer>
Parameters
<integer>
Whole number between 0 and 100. Default is 20.
Examples
tf_bot_taunt_victim_chance 0 Bots will never taunt when killing a human player.
tf_bot_taunt_victim_chance 100 Bots will always taunt when killing a human player.
tf_bot_melee_only Determines whether a bot should only use Melee weapons or not.
Syntax
tf_bot_melee_only <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_melee_only 1 will have bots using only Melee weapons.

I had these commands already but found some more info in the discussions.
Link to discussion: http://steamcommunity.com/app/440/discussions/0/135509472108079597/
Special thanks to Cyriv for these commands.
3B: ent_create objects
All entity names from Valve Developer Community Wiki: https://developer.valvesoftware.com/wiki/List_of_Team_Fortress_2_Entities

Entities:

tf.fgd

bot
bot_action_point
bot_controller
bot_generator
bot_hint_sentrygun
bot_hint_teleporter_exit
bot_hint_engineer_nest
bot_hint_sniper_spot
bot_proxy
bot_roster
dispenser
dispenser_touch_trigger
filter
filter_activator_tfteam
filter_tf_bot_has_tag
filter_tf_class
filter_tf_condition
filter_tf_damaged_by_weapon_in_slot
filter_tf_player_can_cap
func
func_capturezone
func_changeclass
func_croc
func_flag_alert
func_forcefield
func_upgradestation
func_nav_avoid
func_nav_blocker
func_nav_prefer
func_nav_prerequisite
func_nobuild
func_nogrenades
func_passtime_goal
func_passtime_goalie_zone
func_passtime_no_ball_zone
func_proprrespawnzone
func_regenerate
func_respawnflag
func_respawnroom
func_respawnroomvisualizer
func_suggested_build
func_tfbot_hint
game
game_forcerespawn
game_intro_viewpoint
game_round_win
game_text_tf
halloween
halloween_zapper
halloween_fortune_teller
hightower
hightower_teleport_vortex
info
info_observer_point
info_passtime_ball_spawn
info_player_teamspawn
info_powerup_spawn
item
item_ammopack_full
item_ammopack_medium
item_ammopack_small
item_healthkit_full
item_healthkit_medium
item_healthkit_small
item_powerup_crit
item_powerup_uber
item_teamflag
mapobj
mapobj_cart_dispenser
obj
obj_dispenser
obj_sentrygun
obj_teleporter
passtime
passtime_logic
point
point_intermission
point_populator_interface
team
team_control_point
team_control_point_master
team_control_point_round
team_round_timer
team_train_watcher
teleport_vortex
tf
tf_gamerules
tf_generic_bomb
tf_glow
tf_halloween_minigame
tf_logic_arena
tf_logic_boss_battle
tf_logic_cp_timer
tf_logic_holiday
tf_logic_hybrid_ctf_cp
tf_logic_koth
tf_logic_mann_vs_machine
tf_logic_medieval
tf_logic_multiple_escort
tf_logic_on_holiday
tf_logic_player_destruction
tf_logic_raid
tf_logic_robot_destruction
tf_logic_training_mode
tf_point_nav_interface
tf_point_weapon_mimic
tf_robot_destruction_robot_spawn
tf_robot_destruction_spawn_group
tf_spawner
tf_spell_pickup
tf_template_stun_drone
tf_zombie_spawner
training
training_annotation
training_prop_dynamic
trigger
trigger_add_tf_player_condition
trigger_apply_impulse
trigger_bot_tag
trigger_catapult
trigger_capture_area
trigger_ignite
trigger_ignite_arrows
trigger_passtime_ball
trigger_player_respawn_override
trigger_rd_vault_trigger
trigger_stun
trigger_timer_door
wheel
wheel_of_doom

Dynamicly spawned entities

Npcs
eyeball_boss
headless_hatman
tank_boss
merasmus
tf_robot_destruction_robot
tf_zombie

Misc
ghost
entity_croc
entity_medigun_shield
entity_revive_marker
halloween_souls_pack
instanced_scripted_scene
item_bonuspack
item_healthammokit
item_currencypack_small
item_currencypack_medium
item_currencypack_large
item_currencypack_custom
item_powerup_rune
item_powerup_rune_temp
passtime_ball
player Crashes game!
point_commentary_node
tf_ammo_pack
tf_bonus_duck_pickup
tf_bot
tf_dropped_weapon
tf_flame
tf_flame_rocket
tf_halloween_gift_pickup
tf_merasmus_trick_or_treat_prop
tf_logic_bonusround
tf_objective_resource
tf_player_manager
tf_populator
tf_powerup_bottle
tf_pumpkin_bomb
tf_ragdoll
tf_taunt_prop
tf_team
tf_target_dummy
tf_viewmodel
vote_controller
wheel_of_doom_spiral

Projectiles
tf_projectile_arrow
tf_projectile_balloffire
tf_projectile_ball_ornament
tf_projectile_cleaver
tf_projectile_energy_ball
tf_projectile_energy_ring
tf_projectile_flare
tf_projectile_grapplinghook
tf_projectile_healing_bolt
tf_projectile_jar
tf_projectile_jar_gas
tf_projectile_jar_milk
tf_projectile_lightningorb
tf_projectile_pipe
tf_projectile_pipe_remote
tf_projectile_rocket
tf_projectile_sentryrocket
tf_projectile_spellbats
tf_projectile_spellfireball
tf_projectile_spellkartbats
tf_projectile_spellkartorb
tf_projectile_spellmeteorshower
tf_projectile_spellmirv
tf_projectile_spellpumpkin
tf_projectile_spellspawnboss
tf_projectile_spellspawnhorde
tf_projectile_spellspawnzombie
tf_projectile_spelltransposeteleport
tf_projectile_stun_ball
tf_projectile_syringe
tf_projectile_throwable
tf_projectile_throwable_breadmonster
tf_projectile_throwable_brick
tf_projectile_throwable_repel
obj_attachment_sapper

Weapons
tf_weapon_base
tf_weapon_bat
tf_weapon_bat_fish
tf_weapon_bat_giftwrap
tf_weapon_bat_wood
tf_weapon_bonesaw
tf_weapon_bottle
tf_weapon_breakable_sign
tf_weapon_buff_item
tf_weapon_builder
tf_weapon_cannon
tf_weapon_charged_smg
tf_weapon_cleaver
tf_weapon_club
tf_weapon_compound_bow
tf_weapon_crossbow
tf_weapon_drg_pomson
tf_weapon_fireaxe
tf_weapon_fists
tf_weapon_flamethrower
tf_weapon_flaregun
tf_weapon_flaregun_revenge
tf_weapon_grapplinghook
tf_weapon_grenadelauncher
tf_weapon_handgun_scout_primary
tf_weapon_handgun_scout_secondary
tf_weapon_invis
tf_weapon_jar
tf_weapon_jar_milk
tf_weapon_jar_gas
tf_weapon_katana
tf_weapon_knife
tf_weapon_laser_pointer
tf_weapon_lunchbox
tf_weapon_lunchbox_drink
tf_weapon_mechanical_arm
tf_weapon_medigun
tf_weapon_minigun
tf_weapon_parachute
tf_weapon_parachute_primary
tf_weapon_parachute_secondary
tf_weapon_particle_cannon
tf_weapon_passtime_gun
tf_weapon_pda_engineer_build
tf_weapon_pda_engineer_destroy
tf_weapon_pda_spy
tf_weapon_pep_brawler_blaster
tf_weapon_pipebomblauncher
tf_weapon_pistol
tf_weapon_pistol_scout
tf_weapon_raygun
tf_weapon_revolver
tf_weapon_robot_arm
tf_weapon_rocketlauncher
tf_weapon_rocketlauncher_airstrike
tf_weapon_rocketlauncher_directhit
tf_weapon_rocketpack
tf_weapon_sapper
tf_weapon_scattergun
tf_weapon_sentry_revenge
tf_weapon_shotgun_hwg
tf_weapon_shotgun_primary
tf_weapon_shotgun_pyro
tf_weapon_shotgun_building_rescue
tf_weapon_shotgun_soldier
tf_weapon_shovel
tf_weapon_slap
tf_weapon_smg
tf_weapon_sniperrifle
tf_weapon_sniperrifle_classic
tf_weapon_sniperrifle_decap
tf_weapon_soda_popper
tf_weapon_spellbook
tf_weapon_stickbomb
tf_weapon_sword
tf_weapon_syringegun_medic
tf_weapon_wrench
tf_weaponbase_grenade_proj
tf_weaponbase_melee
tf_weaponbase_merasmus_grenade

Wearable
tf_wearable
wearable_item
tf_wearable_campaign_item
tf_wearable_demoshield
tf_wearable_levelable_item
tf_wearable_razorback
tf_wearable_robot_arm
tf_wearable_vm
vgui
vgui_screen_team
4: tf_commands
tf_ commands
tf_allow_player_use <0/1> - Toggles the +use command on a server, useful for some custom maps. (default: 0) - server operator only
tf_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 only
tf_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 only
tf_bot_flag_kill_on_touch <0/1> - If enabled, kills bots upon picking up the Intelligence. (default: 0) - sv_cheats 1 only.
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 only
tf_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: 1.00)
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 only
tf_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 only
tf_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 only
tf_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 MvM
tf_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 only
tf_powerup_mode <0/1> - Enable Mannpower on the server off/on - server operator only
tf_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 if tf_weapon_criticals is set to 1. If set to 1, melee weapons can crit only if tf_weapon_criticals is 1. If set to 2, melee weapons can crit no matter what tf_weapon_criticals is set to. - server operator only (Default: 1)
4A: Holiday Command
tf_forced_holiday <0-6> - Enables holiday mode - server operator only

0: Default
1: Birthday
2: Halloween (Allows Halloween items)
3: Smissmas (Christmas)
4: Valentine's Day
5: Meet the Pyro (Unused)
6: Full Moon (Allows Halloween items)
5: sv_commands
sv_ commands
sv_cheats <0/1> - Turns cheats off/on - server operator only
sv_gravity <number> - Sets serverwide gravity (default: 800)- server operator only
sv_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
sv_password <password> - Sets the password for a server - server operator only
sv_pure <0/1/2> - Determines how much custom content (HUDs, animations, sound mods) should be allowed on a server (0: Allow all; 1: Uses sv_pure.cfg; 2: Uses sv_pure_strict.cfg) - server operator only
6: mp_commands
mp_ commands
mp_autoteambalance <0/1> - Disables/Enables automatic team balancing - server operator only
mp_disable_respawn_times <0/1> - Enables/Disables respawn times - server operator only
mp_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 only
mp_highlander <0/1> - Toggles Highlander mode. - server operator only
mp_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 only
mp_restartgame <seconds until restart> - Restarts the round and resets the round time. - server operator only
mp_scrambleteams - Initiates a team scramble immediately.
mp_team_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 only
mp_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
7: hud_commands
hud_ commands
hud_combattext <0/1> - Turns the damage text above enemies off/on
hud_combattext_batching <0/1> - Turns the damage text above players adding together within an interval off/on
hud_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/on
hud_combattext_healing <0/1> - Turns healing text above teammates off/on
hud_deathnotice_time <seconds> - How long to display the kill feed before it fades out
hud_reloadscheme - Used to fix various HUD-color errors or lingering Crit-effects
hud_saytext_time <seconds> - How long to display chat comments before they fade out (Default: 12)
8: Misc commands
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. (To fix this, pause and go to Settings > Keyboard and click Set to default.)
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)
restart - Restarts the current server dedicated server only
find <text> - Displays all commands that match a string of text
hurtme <number> - Deals a given amount of damage (can be negative for extra health) - sv_cheats 1 only
zoom_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 only
thirdperson_mayamode - If active, turning in third person does not move the camera - sv_cheats 1 only
thirdperson_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.
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.
currency_give <amount> - Gives a specified amount of credits in Mann vs. Machine (maximum is 32767 credits at once, higher values will default to giving 0 instead) - sv_cheats 1 only
snd_restart - Used to restart all sounds in any game mode.
player_ready_toggle - Readies/unreadies the player in MVM and Competitive
shake - Shakes the screen briefly, similarly to the shaking that occurs from a Payload cart's explosion - sv_cheats 1 only
ghost_spawn - Spawns a ghost that moves following a set path and disappears soon after. - sv_cheats 1 only
taunt_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.
rcon_password <password> - gives player access to remote control commands of a server.
nextlevel <mapname> - Sets the next map to be played.
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 killed
phys_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
Main article: Help:Recording demos
record <demo name> - Begins a demo recording
stop - Stops a demo recording
startmovie <moviename> - Opens up the source recorder during demo play back and allows for high quality avi format recording
endmovie - Stops source recorder
host_framerate <number> - Tells the source recorder to record at a constant framerate
host_timescale <number> - Use in conjunction with host_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 only
demoui - 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 recording
ds_stop - Manually stop a recording
ds_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
8A: Round Timer Related Commands
For controling the round timer:
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.

These allow you to have never ending rounds or you can add some more time before a round ends.
These all require sv_cheats 1 from my experience.
8B: Music Commands
play ui/Any of the below.mp3

gamestartup1 (TF2 Main Theme)
gamestartup2 (Playing With Danger)
gamestartup3 (Rocket Jump Waltz)
gamestartup4 (The Art Of War)
gamestartup5 (Faster Than A Speeding Bullet)
gamestartup6 (Right Behind You)
gamestartup7 (Petite Chou-Flour)
gamestartup8 (Intruder Alert)
gamestartup9 (Drunken Pipe Bomb)
gamestartup10 (More Gun)
gamestartup11 (Haunted Fortress 2)
gamestartup12 (Meet the Medic)
gamestartup13 (A Little Heart to Heart)
gamestartup14 (Dreams of Cruelty)
gamestartup15 (The Calm)
gamestartup16 (Robots!)
9: Weapon commands
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_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"
Other Commands
invnext - switches to the next weapon
invprev - switches to the previous weapon
lastinv - switches to the last weapon used
10: Extras 1
This contains many of the already covered commands, but also a some extras.


ent_create obj_sentrygun teamnum 5 defaultupgrade 2 spawnflags 14

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
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).
1
Sniper Rifle zoom/scope (Crashes game unless your active weapon can scope).
2
Disguise smoke.
3
Disguise donning.
4
Cloak effect.
5
Medi Gun invulnerability 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.
6
Teleporter dust.
7
Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
8
ÜberCharge expiration effect, if the player is ÜberCharged.
9
Intended to be flickering effect if Cloaked. Removed immediately if added.
10
Intended to be condition for Teleporting. Does nothing via addcond.
11
Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5.
12
Intended to be a temporary damage buff. Does nothing.
13
Dead Ringer Cloak defense buff, works with any watch as Spy. Will automatically add condition 4.
14
Bonk! Atomic Punch effect.
15
Intended to be the Stunned effect. Can be used with removecond to remove a stun.
16
Buff Banner effect.
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).
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.
19
Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect.
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).
21
Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
22
Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn.
23
Intended to indicate Overhealing. Does nothing.
24
Jarate effect.
25
Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding.
26
Battalion's Backup effect.
27
Mad Milk effect.
28
Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5.
29
Concheror effect.
30
Fan o' War effect (marked for death).
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.
32
Disciplinary Action effect.
33
Halloween pumpkin crit boost.
34
Canteen crit boost. Provides critical hits and doubles Sentry Gun firing rate.
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%.
36
Hype multiple jump.
37
First blood crit boost.
38
Winning team crit boost.
39
Intelligence capture crit boost.
40
Crit boost from crit-on-kill weapons (Killing Gloves of Boxing).
41
Cannot switch away from melee weapon (as for Buffalo Steak Sandvich).
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.
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.
44
Mmmph crit boost.
45
Mmmph activation defense buff.
46
Focus effect.
47
Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise.
48
Self marked for death (as with Rescue Ranger hauling).
49
Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player.
50
Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine).
51
"Hidden" ÜberCharge (player sees their arms 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).
52
Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection.
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.
54
Player cannot move and hears the Ghost Fort dancing music. Any taunts performed will be the Thriller taunt.
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).
56
Miscellaneous crit boost.
57
Miscellaneous ÜberCharge.
58
Vaccinator Über bullet resistance.
59
Vaccinator Über blast resistance.
60
Vaccinator Über fire resistance.
61
Vaccinator passive bullet resistance.
62
Vaccinator passive blast resistance.
63
Vaccinator passive fire resistance.
64
Player will Cloak immediately regardless of class. Used for the Invisibility Magic spell.
65
Unknown; listed internally as 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.
67
Bullet damage immunity.
68
Blast damage immunity.
69
Fire damage immunity.
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.
71
MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
72
Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell.
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.
11: Extras 2
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.
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 Minify Magic spell.
76
Player gains condition 77 upon death.
77
Player becomes a Ghost; can be reverted with removecond.
78
Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (Cleaner's Carbine), but is unused.
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).
80
Player gains a parachute if airborne. Removed upon landing.
81
Player gains fire rate bonus on the Air Strike.
82
Player gains Bumper Car movement and controls. The Bumper Car and associated HUD will not be visible, but the game will function as if they are.
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.
84
Player gains a larger head and lowered gravity.
85
Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added.
86
Player can swim in air, and gains vision effects as if underwater or covered in Jarate.
87
Player is locked in place and cannot turn.
88
Player gains a cage surrounding them. Automatically adds condition 87 when added.
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.
90
Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode.
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.
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.
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.
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.
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.
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.
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.
98
Added when a player fires the Grappling Hook. Addition or removal via commands has no effect.
99
Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect.
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 animation.
101
Added when a player is latched by another player's Grappling Hook.
102
Added when a player activates their Dead Ringer, giving them immunity to afterburn.
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.
104
Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups.
105
Mannpower Crit powerup.
106
Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode.
107
Player can swim in air, similar to condition 86, but without swimming animations and underwater overlay.
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.
109
Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
110
The Plague powerup from Mannpower.
111
The Supernova powerup from Mannpower.
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.
113
The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate.
114
Enables glow outlines on friendly players and buildings. Used when player respawns.
115
Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground.
116
Listed internally as TF_COND_COMPETITIVE_WINNER.
117
Listed internally as TF_COND_COMPETITIVE_LOSER.
118
The healing debuff added by the Pyro's Flamethrower.
119
Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death.
120
Listed internally as TF_COND_GRAPPLED_TO_PLAYER.
121
Listed internally as TF_COND_GRAPPLED_BY_PLAYER.
122
Listed internally as TF_COND_PARACHUTE_DEPLOYED, added when deploying the B.A.S.E. Jumper.
123
Gas coating effect from the Gas Passer.
124
Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile.
125
Listed internally as TF_COND_ROCKETPACK. Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground.
126
Listed internally as TF_COND_LOST_FOOTING. When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
127
Listed internally as TF_COND_AIR_CURRENT.
 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.
firstperson
Simply returns to first-person view if in third-person view (such as from Bonk or thirdperson).
12: Extras 3
hurtme
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 merasmus, spawns Merasmus.
ent_create eyeball_boss, spawns a BLU team-colored Monoculus just like the one summoned from the Helltower spell.
ent_create eyeball_boss teamnum 2, same as above, but spawns Monoculus on the RED team, using a red skin and only attacking BLU team members
ent_create eyeball_boss teamnum 5, spawns the original Monoculus boss
ent_create headless_hatman, spawns Horseless Headless Horseman
ent_create tf_zombie, spawns Skeletons. Before the Scream Fortress Fifth Annual Helloween Special, this would spawn a random class wearing a Voodoo-Cursed Soul, with an invisible melee weapon. Use the teamnum parameter to change the spawned skeleton's class.
ent_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 touches the cart, it will explode and drop money. On other maps, it moves towards a func_door entity.
ent_create ghost, spawns a ghost. 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 area damage.
ent_create hightower_teleport_vortex teamnum 2 lifetime 5, spawns a RED Monoculus purple vortex that will suck 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.
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.
ent_create ambient_generic message ui/gamestartup18.mp3 health 10, spawns Rise of the Living Bread music or any sound from the game.
ent_create obj_sentrygun, spawns in a level 1 Sentry Gun where the player is aiming
ent_create obj_dispenser, spawns in a level 1 Dispenser where the player is aiming
ent_create obj_teleporter, spawns in a level 1 Teleporter where the player is aiming
Optional parameters (work with certain commands):
speed <number>: Sets movement speed of certain entities, such as a tank
modelscale <float>: Sets model scale.
teamnum <2/3/5>: Team RED/BLU/BOSS (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 building
spawnflags <number>: Examples include spawnflags 2 for invulnerability, 4 to make the building upgradable, and 8 to give Sentry Guns infinite ammo. Summing spawnflags can give you multiple effects, for example, 14 would make the building invulnerable, upgradable, and have infinite ammo.
Examples
ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8 spawns a level 3 RED Sentry Gun with infinite ammo
ent_create tank_boss speed 1 spawns an extremely slow moving MvM tank
 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.
Extra info about this guide
This guide was made using the commands from the TF2 Wiki.
This guide was made to use ingame, this is because when i try to open the internet and find the commands, it would glitch my game, every time i opened the game with the internet open it would close.

This is so i and anyone else who gets this bug can just use Tab + Shift to open the community hub and look at this guide showing all the commands from the TF2 Wiki.
Dont thank me for these commands, thank TF2 Wiki for them.
Komentarzy: 17
PretendPasta 18 lipca 2023 o 10:18 
Is there a command to make yourself saxton hale in single player with bots? *aka training mode*
CoreRelief  [autor] 1 września 2019 o 17:08 
Moved round timer commands from misc to it's own quicker to reach section, added section for commands that allow you to play menu themes while you play.
CoreRelief  [autor] 17 października 2018 o 12:26 
Just added a new section for entities. Section 3B: ent_create objects
CoreRelief  [autor] 13 stycznia 2018 o 14:57 
Then you can go to Settings > Keyboard and select Use Defaults.
CoreRelief  [autor] 13 stycznia 2018 o 14:55 
That cannot be unbinded.
CoreRelief  [autor] 13 stycznia 2018 o 14:55 
You can open the pause menu.
CoreRelief  [autor] 13 stycznia 2018 o 9:08 
I just moved some commands about and added to the guide description a tutorial on how to fix unbindall.
CoreRelief  [autor] 11 stycznia 2018 o 17:36 
Lol.
CoreRelief  [autor] 11 stycznia 2018 o 17:36 
Nooooo!
Dirty Harry 5 grudnia 2017 o 14:18 
ok, it's fine your new to TF2 :D