TF2 Console Commands, Part 2

A Tutorial for Team Fortress 2

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Welcome To the Second part Of TF2 Console Commands!

Well,

Here's The First Part of This Tutorial:
  1. TF2 Console Commands

Now.

Time To Continue!

Now, lights.

Lights?, Lemme Explain.

In TF2, Is Possible to Spawn Lights!

But Which Lights is Possible to Spawn?

For Example:

  • light_dynamic

    light_dynamic is a point entity available in all Source games. It is an invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except env_projectedtexture that can light up brushes at real-time (But it doesn't replace their original lighting). Note:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other. Note:For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, the "brightness" keyvalue should be either 6 or 8, normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light. Note:For the 2013 SDK this is limited to 17 lights on at any one time so use wisely.
  • light_spot

    light_spot is a point entity available in all Source games. It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity. Note:When using this entity it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights. Warning:Naming a static light radically changes its behavior. See Naming Lights for details

Now, impulses.

Impulses?, Lemme Explain.

Impulse is a generic client-side console command that is used to send commands to the server without modifying the usercmd.

The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive.

 Confirm: Impulses are not predicted.

Here The List:

  1. 101 = Refills all weapons and health (like Resupply).
  2. 102 = Spawns human skull.
  3. 106 = Identifies model being aimed at.
  4. 107 = Identifies texture being aimed at. 
  5. 200 = Plays holster/draw animations.
  6. 201 = Sprays your selected spray.
  7. 202 = Plays a custom sound to players who have set cl_customsounds 1. The sound is configured using cl_soundfile filename.wav.
  8. Removes object being aimed at like ent_remove and ent_fire _____ kill, but doesn't print "Removed [entity name] (Name)" in the console.
  9. 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.

Example:

  1. impulse 101
  2. impulse 201

But Remember.

Some Of them Doesn't require sv_cheats 1.

Now, some more ent_create commands.

Thoses ent_create commands are from the Team Fortress 2 Wiki - Cheats.

  1. ent_create npc_handgrenade - spawns a grenade that explodes instantly, dealing area damage.
  2. 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.
  3. ent_create item_teamflag GameType 1 TeamNum 3 flag_model models/props_td/atom_bomb.mdl, spawns a Mann vs. Machine bot bomb.
  4. ent_create ambient_generic message ui/gamestartup18.mp3 health 10, spawns Rise of the Living Bread music or any sound from the game.
  5. ent_create tf_spell_pickup, spawns a spell-book which will grant the player a random magic spell when picked up, see Magic spells.
  6. ent_create tf_spell_pickup tier 1, spawns a rare spell-book which will grant the player a random rare magic spell when picked up, see Rare Magic Spells.

Now, obj_sentrygun's Keyvalues.

  1. modelscale <numbers>: Sets model scale.
  2. 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)
  3. defaultupgrade <0/1/2>: Level 1/2/3 building
  4. 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.

For Example:

  1. ent_create obj_sentrygun teamnum 2 defaultupgrade 2 spawnflags 8 spawns a level 3 RED Sentry Gun with infinite ammo

That's It!

But Don't Worry..

I will put more Commands and Explanation on this Tutorial! (if i have free time to put more commands..)

Bye!

Updates:

Version 9.4 (Minor Update)

  • -Added obj_sentrygun's Keyvalues
  • -Added more ent_create commands.

Version 8.9 (Minor Update)

  • -Added impulse explanation and list.

Version 8.1 (Minor Update)

  • -Added light explanation.

Todos

Outputs Explanation
Bot Entities Explanation

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Credits

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Lukaswbrr
Lukaswbrr Offline
Member Joined 2y
228 points Ranked 16821st
Creator of this tutorial.
Special Thanks
Team Fortress 2 Wiki
For the console commands wiki.
Valve Developer Community
For the inputs, entities, outputs list.

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Lukaswbrr Offline
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228 points Ranked 16821st

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