List of conditions: Difference between revisions

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{{Todo|Add in functionality descriptions for the TF2C conditions. Also go through the list of TF2 conditions and verify which ones do work in TF2C and which ones do not and figure out some way to denote which conditions in the TF2 cond list don't work in TF2C. Maybe a background color change for the row? Or maybe bold-italicize the internal name?}}
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|preset=10|addcond 121}}, as 121 is the ID number for this effect, as shown below.
The following tables contain a list of every player condition in Team Fortress 2 Classic. All conditions can be triggered ingame with the {{code|addcond}} command.
__TOC__
__TOC__
== Team Fortress 2 conditions ==
== Team Fortress 2 conditions ==
The following table contains conditions present in Team Fortress 2 that were kept in Team Fortress 2 for compatibility reasons. Some of these conditions may not even work in Team Fortress 2 Classic.
The following table contains conditions present in Team Fortress 2 that still function in Team Fortress 2 Classic.
 
{| class="wikitable grid"
{| class="wikitable grid"
! class="header" | ID
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
! class="header" | Description
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Description
! class="header" | Internal Name
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | 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).
| 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).
Line 17: Line 15:
|| TF_COND_ZOOMED
|| TF_COND_ZOOMED
|-
|-
| 2 ||  Disguise smoke.
| 2 ||  Disguise smoke. Resupplying without undisguising or removing the effect will result in a crash.
|| TF_COND_DISGUISING
|| TF_COND_DISGUISING
|-
|-
Line 26: Line 24:
|| TF_COND_STEALTHED
|| 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's self-healing.
| 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
|| TF_COND_INVULNERABLE
|-
| 6 ||  Teleporter dust.
|| TF_COND_TELEPORTED
|-
|-
| 7 ||  Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
| 7 ||  Intended to be taunting. Does nothing via addcond, but can be used with removecond to immediately stop taunting.
Line 38: Line 33:
|| TF_COND_INVULNERABLE_WEARINGOFF
|| TF_COND_INVULNERABLE_WEARINGOFF
|-
|-
| 9 ||  Intended to be flickering effect if Cloaked. Removed immediately if added.
| 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
|| TF_COND_STEALTHED_BLINK
|-
|-
| 10 ||  Intended to be condition for Teleporting. Prevents you from doing things you normally wouldn't be able to do when teleporting (e.g. picking up The Intelligence).
| 11 ||  Crit boost. Drops under the same conditions as 5.
|| TF_COND_SELECTED_TO_TELEPORT
|-
| 11 ||  Crit boost (Kritzkrieg, Revenge crits). Drops under the same conditions as 5.
|| TF_COND_CRITBOOSTED
|| TF_COND_CRITBOOSTED
|-
|-
| 12 ||  Intended to be a temporary damage buff. Does nothing.
| 15 ||  Adds the slowing effect icon in the HUD without any change to movement speed.
|| TF_COND_TMPDAMAGEBONUS
|-
| 13 ||  Dead Ringer Cloak defense buff, works with any watch as Spy. Will automatically add condition 4.
|| TF_COND_FEIGN_DEATH
|-
| 14 ||  Bonk! Atomic Punch effect.
|| TF_COND_PHASE
|-
| 15 ||  Intended to be the Stunned effect, but simply adds the slowing effect icon in the HUD without any change to movement speed. Can be used with removecond to remove a stun.
|| TF_COND_STUNNED
|| TF_COND_STUNNED
|-
|-
| 16 ||  Buff Banner effect.
| 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_OFFENSEBUFF
|-
| 17 ||  Chargin' Targe effect. Will cause any class to begin moving forward with a restricted turn rate as if charging, while emitting the Demoman's charging yell (the Demoman's speed will increase to 750 HU/s, and for Demomen this condition will expire when the charge meter empties).
|| TF_COND_SHIELD_CHARGE
|| TF_COND_SHIELD_CHARGE
|-
| 18 ||  Intended to be the glowing eye effect associated with the Eyelander's head-taking capability. Can be used with removecond to remove such a glow.
|| TF_COND_DEMO_BUFF
|-
| 19 ||  Crit-a-Cola/Buffalo Steak Sandvich/Cleaner's Carbine effect.
|| TF_COND_ENERGY_BUFF
|-
| 20 ||  Medicating Melody effect (does not heal, only adds rings around the player's feet; the rings are removed after a taunt ends, though the condition persists).
|| TF_COND_RADIUSHEAL
|-
|-
| 21 ||  Intended to be the effect associated with any kind of continuous healing. Can be used with removecond to remove such an effect.
| 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
|| TF_COND_HEALTH_BUFF
|-
|-
| 22 ||  Fire Ignite reaction (sound and speech, but no fire). Can be used with removecond to remove afterburn.
| 22 ||  Fire ignite sound effect. (sound, but no voicelines or fire). Can be used with removecond to remove afterburn.
|| TF_COND_BURNING
|| TF_COND_BURNING
|-
|-
| 23 ||  Intended to indicate Overhealing. Does nothing.
| 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_HEALTH_OVERHEALED
|-
| 24 ||  Jarate effect.
|| TF_COND_URINE
|| TF_COND_URINE
|-
|-
Line 89: Line 57:
|| TF_COND_BLEEDING
|| TF_COND_BLEEDING
|-  
|-  
| 26 ||  Battalion's Backup effect.
| 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_DEFENSEBUFF
|-
| 27 ||  Mad Milk effect.
|| TF_COND_MAD_MILK
|-
| 28 ||  Quick-Fix visual effects + knock back/movement immunity (no healing). Drops under the same conditions as 5.
|| TF_COND_MEGAHEAL
|-
| 29 ||  Concheror effect.
|| TF_COND_REGENONDAMAGEBUFF
|-
| 30 ||  Fan o' War effect (marked for death).
|| TF_COND_MARKEDFORDEATH
|| TF_COND_MARKEDFORDEATH
|-
|-
| 31 ||  All attacks are mini-crits (no mini-crit glow occurs, but mini-crit hit sounds and effects occur). Player cannot be healed in any way.
| 32 ||  [[Haste]] speed boost without the other boosted effects. See the [[Haste]] page for boosted speeds.
|| TF_COND_NOHEALINGDAMAGEBUFF
|-
| 32 ||  Disciplinary Action effect.
|| TF_COND_SPEED_BOOST
|| TF_COND_SPEED_BOOST
|-
|-
| 33 ||  Halloween pumpkin crit boost.
| 33 ||  Crit boost.
|| TF_COND_CRITBOOSTED_PUMPKIN
|| TF_COND_CRITBOOSTED_PUMPKIN
|-
|-
| 34 ||  Power Up Canteen crit boost. Provides critical hits and doubles Sentry Gun firing rate.
| 34 ||  Crit boost.
|| TF_COND_CRITBOOSTED_USER_BUFF
|| TF_COND_CRITBOOSTED_USER_BUFF
|-
|-
| 35 ||  Player's weapon gains crit glow and emits crit sound cues as if charging (but does not gain a crit boost). Automatically added by condition 17 when the player's charge meter drops below 75%.
| 35 ||  Yet another crit boost.
|| TF_COND_CRITBOOSTED_DEMO_CHARGE
|| TF_COND_CRITBOOSTED_DEMO_CHARGE
|-
| 36 ||  Soda Popper's "Hype" multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps are granted.
|| TF_COND_SODAPOPPER_HYPE
|-
|-
| 37 ||  First blood crit boost.
| 37 ||  First blood crit boost.
Line 131: Line 81:
|| TF_COND_CRITBOOSTED_CTF_CAPTURE
|| TF_COND_CRITBOOSTED_CTF_CAPTURE
|-
|-
| 40 ||  Crit boost from crit-on-kill weapons (Killing Gloves of Boxing).
| 40 ||  Crit boost.
|| TF_COND_CRITBOOSTED_ON_KILL
|| TF_COND_CRITBOOSTED_ON_KILL
|-
|-
| 41 ||  Cannot switch away from melee weapon (as for Buffalo Steak Sandvich).
| 41 ||  Cannot switch away from melee weapon.
|| TF_COND_CANNOT_SWITCH_FROM_MELEE
|| TF_COND_CANNOT_SWITCH_FROM_MELEE
|-
| 42 ||  Player takes 35% less damage (50% less from Sentry Guns), gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26, though without the icon above the health bar in the HUD.
|| TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK
|-
| 43 ||  "Reprogrammed". This condition no longer functions. Previous behavior: swaps the player from BLU to RED for the duration of the condition. Removal of this condition causes the player to swap from RED to BLU. Adds sparks to player's head. Automatically adds condition 15 and slows the player for 5 seconds.
|| TF_COND_REPROGRAMMED
|-
| 44 ||  Mmmph crit boost.
|| TF_COND_CRITBOOSTED_RAGE_BUFF
|-
| 45 ||  Mmmph activation defense buff.
|| TF_COND_DEFENSEBUFF_HIGH
|-
| 46 ||  Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or Fortified Compound. All other weapons gain the lightning effects, however.
|| TF_COND_SNIPERCHARGE_RAGE_BUFF
|-
| 47 ||  Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise.
|| TF_COND_DISGUISE_WEARINGOFF
|-
|-
| 48 ||  Self marked for death (as with Rescue Ranger hauling).
| 48 ||  Self marked for death (as with Rescue Ranger hauling).
|| TF_COND_MARKEDFORDEATH_SILENT
|| TF_COND_MARKEDFORDEATH_SILENT
|-
|-
| 49 ||  Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped.
| 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_DISGUISED_AS_DISPENSER
|-
| 50 ||  Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine).
|| TF_COND_SAPPED
|-
| 51 ||  "Hidden" ÜberCharge (player sees their viewmodel as ÜberCharged, but their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for several seconds. Much like Robots on a Mann vs. Machine wave before entering the arena).
|| TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
|| TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED
|-
|-
| 52 ||  Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection.
| 52 ||  ÜberCharge.
|| TF_COND_INVULNERABLE_USER_BUFF
|| TF_COND_INVULNERABLE_USER_BUFF
|-
|-
| 53 ||  Player is forced into thirdperson and hears the Bombinomicon's lines as if their head were turned into a bomb. If Merasmus is active on the map, a bomb appears on the player's head. This condition may cause users to crash if added on a map other than Ghost Fort.
| 53 ||  Player is forced into thirdperson.
|| TF_COND_HALLOWEEN_BOMB_HEAD
|| TF_COND_HALLOWEEN_BOMB_HEAD
|-
|-
| 54 ||  Player cannot move and hears the Ghost Fort dancing music. Any taunts performed will be the Thriller taunt.
| 56 ||  Crit boost.
|| TF_COND_HALLOWEEN_THRILLER
|-
| 55 ||  Automatically adds condition 20 and 21 and causes the player and every nearby teammate to begin gaining health as if being healed by the Amputator. The player gets the credit for any healing that occurs. Conditions 20 and 21 are automatically removed when the player ends any taunt, but condition 55 remains active (though it does nothing after this point).
|| TF_COND_RADIUSHEAL_ON_DAMAGE
|-
| 56 ||  Miscellaneous crit boost. Likely used for the Wheel of Fate Critical Hits effect.
|| TF_COND_CRITBOOSTED_CARD_EFFECT
|| TF_COND_CRITBOOSTED_CARD_EFFECT
|-
|-
| 57 ||  Miscellaneous ÜberCharge. Likely used for the Wheel of Fate ÜberCharge effect.
| 57 ||  ÜberCharge.
|| TF_COND_INVULNERABLE_CARD_EFFECT
|| TF_COND_INVULNERABLE_CARD_EFFECT
|-
|-
| 58 ||  Vaccinator Über bullet resistance.
| 64 ||  Player will Cloak immediately regardless of class.
|| TF_COND_MEDIGUN_UBER_BULLET_RESIST
|-
| 59 ||  Vaccinator Über blast resistance.
|| TF_COND_MEDIGUN_UBER_BLAST_RESIST
|-
| 60 ||  Vaccinator Über fire resistance.
|| TF_COND_MEDIGUN_UBER_FIRE_RESIST
|-
| 61 ||  Vaccinator passive bullet resistance.
|| TF_COND_MEDIGUN_SMALL_BULLET_RESIST
|-
| 62 ||  Vaccinator passive blast resistance.
|| TF_COND_MEDIGUN_SMALL_BLAST_RESIST
|-
| 63 ||  Vaccinator passive fire resistance.
|| TF_COND_MEDIGUN_SMALL_FIRE_RESIST
|-
| 64 ||  Player will Cloak immediately regardless of class. Used for the Invisibility Magic spell.
|| TF_COND_STEALTHED_USER_BUFF
|| TF_COND_STEALTHED_USER_BUFF
|-
| 65 ||  Unknown.
|| TF_COND_MEDIGUN_DEBUFF
|-
| 66 ||  Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking will make the player visible, but the player will rapidly fade out again, during which the player will be unable to attack. Player gains a shadowed-border "Stealth" overlay. Used when the Invisibility Magic spell is fading.
|| TF_COND_STEALTHED_USER_BUFF_FADING
|-
|-
| 67 ||  Bullet damage immunity.
| 67 ||  Bullet damage immunity.
Line 221: Line 117:
|| TF_COND_FIRE_IMMUNE
|| TF_COND_FIRE_IMMUNE
|-
|-
| 70 ||  Player will survive all damage until their health reaches 1, after which this condition will be automatically removed. Damage that would be fatal will not show as combat text above the player's head to the attacker.
| 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_PREVENT_DEATH
|-
| 71 ||  MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
|| TF_COND_MVM_BOT_STUN_RADIOWAVE
|-
| 72 ||  Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell.
|| TF_COND_HALLOWEEN_SPEED_BOOST
|-
| 73 ||  Quick-Fix-like healing effect. Automatically adds condition 21 for the duration of the effect, as well as condition 28 for a brief period. Used for the Healing Aura Magic spell.
|| TF_COND_HALLOWEEN_QUICK_HEAL
|-
| 74 ||  Player is doubled in size, but movement speed, melee range, and damage remain unchanged. The player's max health is scaled upwards by 10 and any ammo lost while under this effect is regenerated instantly. The player is forced into the Medieval Mode|Medieval thirdperson shoulder view.
|| TF_COND_HALLOWEEN_GIANT
|| TF_COND_HALLOWEEN_GIANT
|-
|-
| 75 ||  Player is halved in size, although head size, movement speed, melee range, and damage remain unchanged. The player is forced into thirdperson. Used for the Bumper Cars in Carnival of Carnage and Gravestone.
| 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
|| TF_COND_HALLOWEEN_TINY
|-
|-
| 76 ||  Player gains condition 77 upon death, used for when the player is in Hell.
| 77 ||  Player is forced into thirdperson.
|| TF_COND_HALLOWEEN_IN_HELL
|-
| 77 ||  Player becomes a Ghost. Can be reverted with removecond.
|| TF_COND_HALLOWEEN_GHOST_MODE
|| TF_COND_HALLOWEEN_GHOST_MODE
|-
|-
| 78 ||  Unknown. Intended to be mini-crit boost from mini-crit-on-kill weapons (like the Cleaner's Carbine before the December 17, 2015 Patch, but is unused.
| 105 ||  Crit boost.
|| TF_COND_MINICRITBOOSTED_ON_KILL
|-
| 79 ||  Player has a 75% chance to dodge every time damage is taken (dodged damage will cause the MISS! effect from condition 14 to appear).
|| TF_COND_OBSCURED_SMOKE
|-
| 80 ||  Player gains a parachute if airborne. Removed upon landing.
|| TF_COND_PARACHUTE_ACTIVE
|-
| 81 ||  Player gains fire rate bonus on the Air Strike.
|| TF_COND_BLASTJUMPING
|-
| 82 ||  Player gains Bumper Car movement, controls and bumper car model. Associated HUD will not be visible.
|| TF_COND_HALLOWEEN_KART
|-
| 83 ||  Player's Field of View increases, with their world model playing the Bumper Car boosting animation, and if the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or upon collision with a wall or an enemy player.
|| TF_COND_HALLOWEEN_KART_DASH
|-
| 84 ||  Player gains a larger head and lowered gravity.
|| TF_COND_BALLOON_HEAD
|-
| 85 ||  Player is forced to use melee weapons. Automatically adds conditions 32 and 75 when added.
|| TF_COND_MELEE_ONLY
|-
| 86 ||  Player can swim in air, and gains vision effects as if underwater or covered in Jarate.
|| TF_COND_SWIMMING_CURSE
|-
| 87 ||  Player is locked in place and cannot turn, attack, or switch weapons. The player can still taunt, however.
|| TF_COND_FREEZE_INPUT
|-
| 88 ||  Player gains a cage surrounding them. Automatically adds condition 87 when added. This is used for the Scream Fortress Halloween bumper car minigames. This will crash the game unless you are on a map that supports bumper cars (currently only Carnival of Carnage).
|| TF_COND_HALLOWEEN_KART_CAGE
|-
| 89 ||  Player is considered as holding a Mannpower powerup. Using the dropitem command (Default key:L) will drop a powerup pickup (usually Strength) and remove this condition.
|| TF_COND_DONOTUSE_0
|-
| 90 ||  Player gains double damage for all weapons and distance damage fall-off immunity. Used for the "Strength" powerup in Mannpower mode.
|| TF_COND_RUNE_STRENGTH
|-
| 91 ||  Player gains double firing rate, reload rate, clip size, and max ammo count. Movement speed is also increased by 30%. Used for the "Haste" powerup in Mannpower mode.
|| TF_COND_RUNE_HASTE
|-
| 92 ||  Player periodically regenerates ammo, health, and metal. Health regeneration rate is inversely proportional to maximum health. Used for the "Regen" powerup in Mannpower mode.
|| TF_COND_RUNE_REGEN
|-
| 93 ||  Player gains a 50% resistance to all incoming damage, as well as an immunity to all critical hits. Used for the "Resistance" powerup in Mannpower mode.
|| TF_COND_RUNE_RESIST
|-
| 94 ||  Player gains the ability to receive HP based on damage dealt, a 25% damage resistance, and a 40% increase in maximum HP. Used for the "Vampire" powerup in Mannpower mode.
|| TF_COND_RUNE_VAMPIRE
|-
| 95 ||  Player gains the ability to reflect damage dealt to them back at the attacker, although this cannot directly cause death. Player additionally gets a 50% increase in max HP. Used for the "Reflect" powerup in Mannpower mode.
|| TF_COND_RUNE_REFLECT
|-
| 96 ||  Player gains a drastic decrease in bullet spread, as well as damage falloff immunity. Projectiles fired by the player gain a 250% increase in projectile speed. Sniper rifles deal double damage, gain faster damage ramp-up, and will re-zoom quicker after firing. Used for the "Precision" powerup in Mannpower mode.
|| TF_COND_RUNE_PRECISION
|-
| 97 ||  Player gains an increase in movement speed, grapple speed, and jump height. The player can instantly switch between their weapons. Used for the "Agility" powerup in Mannpower mode.
|| TF_COND_RUNE_AGILITY
|-
| 98 ||  Added when a player fires the Grappling Hook. Addition or removal via commands has no effect.
|| TF_COND_GRAPPLINGHOOK
|-
| 99 ||  Added when a player's Grappling Hook begins pulling them. Removed when the player lands. Addition or removal via commands has no effect.
|| TF_COND_GRAPPLINGHOOK_SAFEFALL
|-
| 100 ||  Added when a player's Grappling Hook latches to a wall, and removed when player disengages the Grappling Hook. Addition of this condition causes the player's world model to play the Grappling Hook shoot animation briefly, then does nothing.
|| TF_COND_GRAPPLINGHOOK_LATCHED
|-
| 101 ||  Added when a player is latched by another player's Grappling Hook. Adding this condition does not initiate bleeding, but does show the icon in the HUD.
|| TF_COND_GRAPPLINGHOOK_BLEEDING
|-
| 102 ||  Added when a player activates their Dead Ringer, giving them immunity to afterburn.
|| TF_COND_AFTERBURN_IMMUNE
|-
| 103 ||  Player is restricted to Melee and their Grappling Hook, has their max health increased by 150 and becomes immune to knockback. They also do 4x damage to Buildings. Used for the "Knockout" powerup in Mannpower mode.
|| TF_COND_RUNE_KNOCKOUT
|-
| 104 ||  Added when player gains the Mannpower Revenge powerup. Prevents pickup of the Mannpower Crit or Uber powerups.
|| TF_COND_RUNE_IMBALANCE
|-
| 105 ||  Mannpower Crit powerup.
|| TF_COND_CRITBOOSTED_RUNE_TEMP
|| 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.
{| class="wikitable grid"
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Description
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Internal Name
|-
|-
| 106 ||  Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect.
| 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_PASSTIME_INTERCEPTION
|| TF_COND_TRANQUILIZED
|-
|-
| 107 ||  Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay.
| 110 ||  Generates invisible walls that block movement in certain ways on the player.
|| TF_COND_SWIMMING_NO_EFFECTS
|| TF_COND_AIRBLASTED
|-
|-
| 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.
| 111 ||  The Radial buff granted by the [[Civilian]]. Grants 20% damage resistance, and 5-15 health regenerated per second.
|| TF_COND_PURGATORY
|| TF_COND_RESISTANCE_BUFF
|-
|-
| 109 ||  Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
| 112 ||  Grants the Mini-crit damage boost granted by the [[Umbrella]]
|| TF_COND_RUNE_KING
|| TF_COND_DAMAGE_BOOST
|-
|-
| 110 ||  The Plague powerup from Mannpower.
| 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_RUNE_PLAGUE
|| TF_COND_LAUNCHED
|-
|-
| 111 ||  The Supernova powerup from Mannpower.
| 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_RUNE_SUPERNOVA
|| TF_COND_CRITBOOSTED_HIDDEN
|-
|-
| 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.
| 115 ||  All damage taken is Mini-crits.
|| TF_COND_PLAGUE
|| TF_COND_SUPERMARKEDFORDEATH
|-
|-
| 113 ||  The area-of-effect buffs from the King powerup from Mannpower.  Player gains an increase in health regen, fire rate, and reload rate.
| 116 ||  All damage taken is mini-crits. Enemies cannot see the Marked-for-death skull above your head.
|| TF_COND_KING_BUFFED
|| TF_COND_SUPERMARKEDFORDEATH_SILENT
|-
|-
| 114 ||  Enables glow outlines on friendly players and buildings. Used when player respawns.
| 117 ||  Prevents players from re-using a [[Jump Pad]] after use to prevent spamming for a brief period.
|| TF_COND_TEAM_GLOWS
|| TF_COND_JUST_USED_JUMPPAD
|-
|-
| 115 ||  Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground.
| 118 ||  Increases player movespeed to 720 Hu/s. Being revved up or scoped does not decrease speed.
|| TF_COND_KNOCKED_INTO_AIR
|| TF_COND_SPEEDBOOST_DETONATOR
|-
|-
| 116 ||  Applied when the player is on the competitive winner's podium.
| 119 ||  Player becomes immune to all damage without being considered as Übercharged.
|| TF_COND_COMPETITIVE_WINNER
|| TF_COND_INVULNERABLE_SMOKE_BOMB
|-
|-
| 117 ||  Applied when the player is on the loser team in competitive match summary. Prevents taunting.
| 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_COMPETITIVE_LOSER
|| TF_COND_CIV_DEFENSEBUFF
|-
|-
| 118 ||  The healing debuff added by the Pyro's Flamethrower.
| 121 ||  Grants the [[Haste]] effect.
|| TF_COND_HEALING_DEBUFF
|| TF_COND_CIV_SPEEDBUFF
|-
|-
| 119 ||  Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death.
| 122 ||  Grants a payload/intel-like team-coloured outline to the player.
|| TF_COND_PASSTIME_PENALTY_DEBUFF
|| TF_COND_MARKED_OUTLINE
|-
|-
| 120 ||  Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic.
| 123 ||  Grants a Mini-crit boost to the player.
|| TF_COND_GRAPPLED_TO_PLAYER
|| TF_COND_RADIAL_UBER
|-
|-
| 121 ||  Unknown. Checked when attempting to set the target for a grappling hook.
| 124 ||  All bullet damage taken is reflected, not deflected, back onto the attacker.
|| TF_COND_GRAPPLED_BY_PLAYER
|| TF_COND_DEFLECT_BULLETS
|-
|-
| 122 ||  Added when deploying the B.A.S.E. Jumper.
| 125 ||  Player receives 30% more healing from all sources.
|| TF_COND_PARACHUTE_DEPLOYED
|| TF_COND_TAKEBONUSHEALING
|-
|-
| 123 ||  Gas coating effect from the Gas Passer.
| 126 ||  Unused, planned for a cut [[Spy]] Weapon. Meant to alert nearby TFBots of suspicious behaviour.
|| TF_COND_GAS
|| TF_COND_DID_DISGUISE_BREAKING_ACTION
|-
|-
| 124 ||  Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile.
| 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_BURNING_PYRO
|| TF_COND_JUMPPAD_ASSIST
|-
|-
| 125 ||  Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground.
| 128 ||  Inflicts the slowness effect, reducing movement speed by 25%.
|| TF_COND_ROCKETPACK
|| TF_COND_MIRV_SLOW
|-
|-
| 126 ||  When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
| 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_LOST_FOOTING
|| TF_COND_TELEPORTED_ALWAYS_SHOW
|-
|-
| 127 ||  Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction.
| 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_AIR_CURRENT
|| TF_COND_LAUNCHED_SELF
|-
|-
| 128 ||  Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed.
| >134 ||  Causes a figure-8 view bobbing effect. Applied by [[Demoman]]'s [[Bottle]] after taunting.
|| TF_COND_HALLOWEEN_HELL_HEAL
|| Unknown
|-
| 129 ||  Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup.
|| TF_COND_POWERUPMODE_DOMINANT
|}
|}




== Team Fortress 2 Classic conditions ==
[[Category:Lists]]
The following are new conditions added to Team Fortress 2 Classic, that are not present in Team Fortress 2.
{| class="wikitable grid"
! class="header" | ID
! class="header" | Description
! class="header" | Internal Name
|-
| 130 || N/A || TF_COND_TRANQUILIZED
|-
| 131 || N/A || TF_COND_AIRBLASTED
|-
| 132 || N/A || TF_COND_RESISTANCE_BUFF
|-
| 133 || N/A || TF_COND_DAMAGE_BOOST
|-
| 133 || N/A || TF_COND_LAUNCHED
|-
| 134 || N/A || TF_COND_CRITBOOSTED_HIDDEN
|-
| 135 || N/A || TF_COND_SUPERMARKEDFORDEATH
|-
| 136 || N/A || TF_COND_SUPERMARKEDFORDEATH_SILENT
|-
| 137 || N/A || TF_COND_JUST_USED_JUMPPAD
|-
| 138 || N/A || TF_COND_SPEEDBOOST_DETONATOR
|-
| 139 || N/A || TF_COND_INVULNERABLE_SMOKE_BOMB
|-
| 140 || N/A || TF_COND_CIV_DEFENSEBUFF
|-
| 141 || N/A || TF_COND_CIV_SPEEDBUFF
|-
| 142 || N/A || TF_COND_MARKED_OUTLINE
|-
| 143 || N/A || TF_COND_RADIAL_UBER
|-
| 144 || N/A || TF_COND_DEFLECT_BULLETS
|-
| 145 || N/A || TF_COND_TAKEBONUSHEALING
|-
| 146 || N/A || TF_COND_DID_DISGUISE_BREAKING_ACTION
|-
| 147 || N/A || TF_COND_JUMPPAD_ASSIST
|-
| 148 || N/A || TF_COND_MIRV_SLOW
|-
| 149 || N/A || TF_COND_TELEPORTED_ALWAYS_SHOW
|-
| 150 || N/A || 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