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List of TF2C conditions

From TF2 Classified Wiki

The following tables contain a list of every functioning 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
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. 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

See also