List of TF2C conditions: Difference between revisions
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| 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 re-zooms quicker after firing. Used for the "Precision" 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 re-zooms quicker after firing. Used for the "Precision" powerup in Mannpower mode. | ||
|| TF_COND_RUNE_PRECISION | || 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. | | 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 | || TF_COND_RUNE_AGILITY | ||
Revision as of 11:46, 7 June 2026
| A todo list has been written for this article.
The specific instructions are: Update both tables to include all live TF2 and modern TF2C conditions respectively. Test to see what is visually affected by cond 24 (Jarate). Mention that condition names can now also be used, and that it's generally better to do so. |
The following tables contain a list of every player condition in Team Fortress 2 Classified. 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 have been carried over to Team Fortress 2 Classified.
| 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 | |||
| 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. | 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 | |||
| 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). | TF_COND_SELECTED_TO_TELEPORT | |||
| 11 | Crit boost. Drops under the same conditions as 5. | TF_COND_CRITBOOSTED | |||
| 12 | Intended to be a temporary damage buff. Does nothing. | TF_COND_TMPDAMAGEBONUS | |||
| 13 | Dead Ringer Cloak defense buff, works with any watch as Spy. Automatically adds condition 4. | TF_COND_FEIGN_DEATH | |||
| 14 | Player does not take damage (except for instant deaths), cannot attack and is forced into third person. Any damage is marked as "MISS!" above the player's head. Used for the Bonk! Atomic Punch. | TF_COND_PHASE | |||
| 15 | Adds the slowing effect icon in the HUD without any change to movement speed. | TF_COND_STUNNED | |||
| 16 | Buff Banner Mini-Crit boost effect. | TF_COND_OFFENSEBUFF | |||
| 17 | Charging effect. Causes 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 increases to 750 HU/s, and for Demomen this condition expires when the charge meter empties). | 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. | 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 | |||
| 23 | Intended to indicate Overhealing. Does nothing via addcond. | TF_COND_HEALTH_OVERHEALED | |||
| 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 | |||
| 26 | Player takes 35% less damage (50% less from Sentry Guns) and gains team-colored buff rings. Used for the Battalion's Backup. | TF_COND_DEFENSEBUFF | |||
| 27 | Enemy players heal 60% of damage done to the player. Used for Mad Milk. | 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 | Player is healed for 35% of damage done. Used for the Concheror. | TF_COND_REGENONDAMAGEBUFF | |||
| 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 | |||
| 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. | TF_COND_NOHEALINGDAMAGEBUFF | |||
| 32 | Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. | TF_COND_SPEED_BOOST | |||
| 33 | Halloween pumpkin Crit boost. | TF_COND_CRITBOOSTED_PUMPKIN | |||
| 34 | Canteen Crit boost. Provides Critical hits and doubles Sentry Gun firing rate. | 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%. | TF_COND_CRITBOOSTED_DEMO_CHARGE | |||
| 36 | Hype multiple jump. On classes other than Scout, this provides the purple glow effect on weapons, but no additional jumps granted (Note: May still occur). | TF_COND_SODAPOPPER_HYPE | |||
| 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 | |||
| 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". Intended for the scrapped Spy Trap weapon but does not function. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed 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 its reskin. 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). | 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 causes 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. | TF_COND_DISGUISED_AS_DISPENSER | |||
| 50 | Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant. | 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 | |||
| 52 | Canteen ÜberCharge. Reduces damage to your Sentry Gun. Also used for Mannpower respawn Über protection. | 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 | |||
| 58 | Vaccinator Über bullet resistance. | 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. | TF_COND_STEALTHED_USER_BUFF | |||
| 65 | Unknown. Likely related to the Medi Gun. | TF_COND_MEDIGUN_DEBUFF | |||
| 66 | Player is ignored by enemy bots and Sentry Guns, and fades to Invisibility. Attacking makes the player visible, but the player rapidly fades out again, during which the player is 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. | TF_COND_BULLET_IMMUNE | |||
| 68 | Blast damage immunity. | TF_COND_BLAST_IMMUNE | |||
| 69 | Fire damage immunity. | TF_COND_FIRE_IMMUNE | |||
| 70 | Player survives all damage until their health reaches 1, after which this condition is automatically removed. Damage that would be fatal does not show as combat text above the player's head to the attacker. | 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 Power Up 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 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. Used for the Bumper Cars in Carnival of Carnage and Gravestone. | TF_COND_HALLOWEEN_TINY | |||
| 76 | Player gains condition 77 upon death, used for when the player is in Hell. | TF_COND_HALLOWEEN_IN_HELL | |||
| 77 | Player becomes a Ghost; can be reverted with removecond. | 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. | TF_COND_MINICRITBOOSTED_ON_KILL | |||
| 79 | Player has a 75% chance to dodge every time damage is taken (dodged damage causes the MISS! effect from condition 14 to appear). | TF_COND_OBSCURED_SMOKE | |||
| 80 | Player gains a B.A.S.E. Jumper parachute if airborne. Removed upon landing. | TF_COND_PARACHUTE_ACTIVE | |||
| 81 | Player gains fire rate bonus on the Air Strike. Applied whenever the player is launched by blast damage. | TF_COND_BLASTJUMPING | |||
| 82 | Player gains Bumper Car movement, controls and bumper car model. Associated HUD is not 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 | Same as condition 41, but 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 crashes the game unless the player is on a map that supports bumper cars. | TF_COND_HALLOWEEN_KART_CAGE | |||
| 89 | Player is considered as holding a Mannpower powerup. Using the dropitem command (default key: L) drops a powerup pickup (usually Strength) and removes 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 re-zooms 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 |}
Team Fortress 2 Classic conditions
The following are new conditions added to Team Fortress 2 Classic, that are not present in Team Fortress 2. Note: currently outdated!
| 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 |