List of conditions: Difference between revisions

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The following tables contain a list of every ''functioning'' player condition in Team Fortress 2 Classic. All conditions can be triggered ingame with the {{code|addcond (ID#)}} command.
The following tables contain a list of every ''functioning'' player condition in Team Fortress 2 Classic. All conditions can be triggered ingame with the {{code|preset=10|addcond (ID#)}} command.
For example, to give yourself the [[Haste]] boost, you would enter {{code|addcond 121}}, as 121 is the ID number for this effect, as shown below.
For example, to give yourself the [[Haste]] boost, you would enter {{code|preset=10|addcond 121}}, as 121 is the ID number for this effect, as shown below.
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== Team Fortress 2 conditions ==
== Team Fortress 2 conditions ==
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|| TF_COND_TELEPORTED_ALWAYS_SHOW
|| TF_COND_TELEPORTED_ALWAYS_SHOW
|-
|-
| 130 ||  Given when launching yourself with the [[Twin Barrel]] for [[Pyro]]. The Knockback Force is multiplied by an item's {{code|damage_force_reduction_self_launch}} stat. (1.5 for the Twin Barrel).
| 130 ||  Given when launching yourself with the [[Twin Barrel]] for [[Pyro]]. The Knockback Force is multiplied by an item's {{code|preset=10|damage_force_reduction_self_launch}} stat. (1.5 for the Twin Barrel).
|| TF_COND_LAUNCHED_SELF
|| TF_COND_LAUNCHED_SELF
|-
|-

Latest revision as of 22:50, 10 September 2025

The following tables contain a list of every functioning player condition in Team Fortress 2 Classic. All conditions can be triggered ingame with the addcond (ID#) command. For example, to give yourself the Haste boost, you would enter addcond 121, as 121 is the ID number for this effect, as shown below.

Team Fortress 2 conditions

The following table contains conditions present in Team Fortress 2 that still function in Team Fortress 2 Classic.

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. Resupplying without undisguising or removing the effect will result in a crash. 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 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 or Civilian's self-healing. TF_COND_INVULNERABLE
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. (Bots will react to cloaked spies once when this effect is added) TF_COND_STEALTHED_BLINK
11 Crit boost. Drops under the same conditions as 5. TF_COND_CRITBOOSTED
15 Adds the slowing effect icon in the HUD without any change to movement speed. TF_COND_STUNNED
17 Will cause any class to begin moving forward at 720 HU/s until directly impacting a wall, prop or an enemy. Impacting an enemy will deal 50 damage, and play the crowd cheer sound effect. TF_COND_SHIELD_CHARGE
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 Fire ignite sound effect. (sound, but no voicelines or fire). Can be used with removecond to remove afterburn. TF_COND_BURNING
24 Turns player and weapon models yellow. The Admiralty Anchor, Flame Thrower, Dynamite Pack, Anti-Aircraft Cannon, Fists, Fishwhacker and Tranquilizer Gun will not become yellow. Only the Scout, Medic, Sniper, Pyro's head, and Civilian's suit will turn yellow. TF_COND_URINE
25 Intended to be the Bleeding effect. Can only be used with removecond to remove bleeding. TF_COND_BLEEDING
30 Player becomes Marked-for-Death, displaying a skull icon above the health icon and above their head, and all damage taken being Mini-crits. TF_COND_MARKEDFORDEATH
32 Haste speed boost without the other boosted effects. See the Haste page for boosted speeds. TF_COND_SPEED_BOOST
33 Crit boost. TF_COND_CRITBOOSTED_PUMPKIN
34 Crit boost. TF_COND_CRITBOOSTED_USER_BUFF
35 Yet another crit boost. TF_COND_CRITBOOSTED_DEMO_CHARGE
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. TF_COND_CRITBOOSTED_ON_KILL
41 Cannot switch away from melee weapon. TF_COND_CANNOT_SWITCH_FROM_MELEE
48 Self marked for death (as with Rescue Ranger hauling). TF_COND_MARKEDFORDEATH_SILENT
51 "Hidden" ÜberCharge (player's viewmodel and their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for a few seconds. TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
52 ÜberCharge. TF_COND_INVULNERABLE_USER_BUFF
53 Player is forced into thirdperson. TF_COND_HALLOWEEN_BOMB_HEAD
56 Crit boost. TF_COND_CRITBOOSTED_CARD_EFFECT
57 ÜberCharge. TF_COND_INVULNERABLE_CARD_EFFECT
64 Player will Cloak immediately regardless of class. TF_COND_STEALTHED_USER_BUFF
67 Bullet damage immunity. TF_COND_BULLET_IMMUNE
68 Blast damage immunity. TF_COND_BLAST_IMMUNE
69 Fire damage immunity. TF_COND_FIRE_IMMUNE
74 Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is multiplied by 10 and the player is forced into 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. TF_COND_HALLOWEEN_TINY
77 Player is forced into thirdperson. TF_COND_HALLOWEEN_GHOST_MODE
105 Crit boost. TF_COND_CRITBOOSTED_RUNE_TEMP

Team Fortress 2 Classic conditions

The following are new conditions added to Team Fortress 2 Classic, that are not present in Team Fortress 2.

ID Description Internal Name
109 Player becomes colorblind, sound is muffled, has their movement speed and damage reduced, and takes guaranteed crits from melee attacks. This is the effect inflicted by the Tranquilizer Gun. TF_COND_TRANQUILIZED
110 Generates invisible walls that block movement in certain ways on the player. TF_COND_AIRBLASTED
111 The Radial buff granted by the Civilian. Grants 20% damage resistance, and 5-15 health regenerated per second. TF_COND_RESISTANCE_BUFF
112 Grants the Mini-crit damage boost granted by the Umbrella TF_COND_DAMAGE_BOOST
113 If in mid-air, landing deals no fall damage, and creates a small cloud particle around your feet and allows for stomp damage if landing on an enemy. Granted by the Jump Pad TF_COND_LAUNCHED
114 Grants a crit boost without the signature team-colored glowing effect on weapon model. The glowing projectiles, "Critical Hit!" damage indicator, and team-colored electrical crackling particles remain. TF_COND_CRITBOOSTED_HIDDEN
115 All damage taken is Mini-crits. TF_COND_SUPERMARKEDFORDEATH
116 All damage taken is mini-crits. Enemies cannot see the Marked-for-death skull above your head. TF_COND_SUPERMARKEDFORDEATH_SILENT
117 Prevents players from re-using a Jump Pad after use to prevent spamming for a brief period. TF_COND_JUST_USED_JUMPPAD
118 Increases player movespeed to 720 Hu/s. Being revved up or scoped does not decrease speed. TF_COND_SPEEDBOOST_DETONATOR
119 Player becomes immune to all damage without being considered as Übercharged. TF_COND_INVULNERABLE_SMOKE_BOMB
120 Seems to be an alternate version of cond 111. It has no sound or HUD indicators, has a 25% damage resistance instead (from 20%) and has no health regen. Use cond 111 for the regular defense condition. TF_COND_CIV_DEFENSEBUFF
121 Grants the Haste effect. TF_COND_CIV_SPEEDBUFF
122 Grants a payload/intel-like team-coloured outline to the player. TF_COND_MARKED_OUTLINE
123 Grants a Mini-crit boost to the player. TF_COND_RADIAL_UBER
124 All bullet damage taken is reflected, not deflected, back onto the attacker. TF_COND_DEFLECT_BULLETS
125 Player receives 30% more healing from all sources. TF_COND_TAKEBONUSHEALING
126 Unused, planned for a cut Spy Weapon. Meant to alert nearby TFBots of suspicious behaviour. TF_COND_DID_DISGUISE_BREAKING_ACTION
127 Given throughout the duration of flying, post Jump Pad launch, and 4 seconds after touching the ground. Any kill within this time will credit the Engineer as the assister. The Skyfall Achievement from Fight or Flight checks if the Spy has this condition. TF_COND_JUMPPAD_ASSIST
128 Inflicts the slowness effect, reducing movement speed by 25%. TF_COND_MIRV_SLOW
129 Spawns team-colored "teleporter dust" particles that appear after recently having been teleported. This will persist until using the removecond 129 command. TF_COND_TELEPORTED_ALWAYS_SHOW
130 Given when launching yourself with the Twin Barrel for Pyro. The Knockback Force is multiplied by an item's damage_force_reduction_self_launch stat. (1.5 for the Twin Barrel). TF_COND_LAUNCHED_SELF
>134 Causes a figure-8 view bobbing effect. Applied by Demoman's Bottle after taunting. Unknown