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Team Fortress 2
| Team Fortress 2 |
|---|
|
Developer:
Valve
|
| This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
|
Team Fortress 2 (shortened to TF2 by many) is a team-based multiplayer first-person shooter created by Valve, the same creators behind the Half-Life series among others. Starting its life as a far more gritty and realistic military shooter more in the vein of its predecessor (and having its life end at various points according to the community), it was initially released on the Orange Box in 2007 for Windows, Xbox 360, and PlayStation 3. It was also ported to Mac OSX in 2010, with the Linux community seeing a port in 2013. The game features nine different classes to play, all with their different features, weapons, and cosmetics. Oh, so many cosmetics...
Contents
Sub-Pages
| Unused Sounds They just couldn't get them to shut up! |
| Unused Weapons Heavy has...old weapon? |
| Unused Items Hat Fortress 2: The Unused Cosmetic Item Edition |
| Unused Models Scrapped machines and unrefined items that have been reclaimed |
| Unused Textures Miss Pauling? |
| Unused Text Do not look upon the forbidden text! |
Half-Life 2 Leftovers
A lot of the resources from Half-Life 2 were kept in for this game, with the hl2 sub-folder folder being around 2.6 GB. Files that can be found in it include voice lines, NPC models, enemies...pretty much everything short of the actual map files.
The only reason this folder even exists in the first place is because a tiny fraction of the content is used in-game, such as the sound for respawning items, the respawn closet, and the sounds for hitting the geometry of the map. This is especially good considering the entire game is already upwards of 20 GB.
Civilian Class
The Civilian is an unused class that was in the VIP Escort gamemode in Team Fortress. In the original's gamemode, the Civilian had to be escorted from one point on a map to another while under attack. Fitting the name, the Civilian was completely harmless to the opposing team. The class exists in TF2's game code as an unarmed, reference posed Scout with 50 HP, but made inaccessible in the December 20, 2007 patch, at least via the join_class civilian command.
A model of the Team Fortress Classic Civilian was created to act as a bobblehead in Meet the Sniper, with a couple of design alterations to make him not resemble Hitler so much.
Unused Maps
background01
| To do: Maybe get a picture of the re-enabled menu on the pre-Meet Your Match TF2 as well? |
| Xbox 360 Main Menu | Re-enabled on PC (post-Meet Your Match) | Hidden Models |
|---|---|---|
Initially used as the background for the main menu in the beta and console versions, this "map" also had the hidden purpose of pre-caching assets, namely class models and map-universal props, hence why these are in the map "off screen" if one were to access it in-game. The map itself is based on the final capture point of cp_dustbowl. The main menu was reworked during the beta period in the September 21, 2007 patch, leaving this unused outside of the console versions. This map can be accessed using the console command "map background01" and can also be re-enabled as a menu background with "map_background background01".
Unused Map Sections
While the following maps are not unused, there are sections of them that are normally inaccessible without noclipping or other means. This does not count areas that the player was blatantly never meant to be in, such as the ghost's spawn area in Harvest Event.
cp_powerhouse
Powerhouse, considering its lengthy development cycle, may have had more areas they intended for the players to access at one point. This includes an area at the final control point of both teams, which leads to an unfinished pathway, potentially for another path to the control point or for another control point entirely. With this also comes a waterfall which cannot be properly seen without using noclip.
cp_mercenarypark
Two unused areas exist in this map. The first one, located just outside the first control point, is a simple two-tiered room. Considering its design, it may have been considered as a spawn point at one point of development. The second area, however, is more intriguing. Located below the second control point, this area has more detail put into it, with cages and containers in it.
Unused Training Mode
Spy was going to have a training sequence in Dustbowl, but it was cut. It is fully functional minus some missing text. To access it, go to Training and select Spy, then press ~ (default key) to open the console, type "map tr_dustbowl", and press enter. If you try this with either Demoman or Engineer, the hint box will show only a title and the countdown clock will freeze at 9 seconds.
Unused Taunts and Animations
(Click on still images to see them animated)
All Classes
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: This video plus all of the grenade nonsense complicates the third bullet point a lot. |
- Animations for death by fire are present for all classes excluding Pyro. Some seem more fleshed out than others, and it's likely they were removed due to how distracting they would have been.
- All classes minus Soldier and Heavy had a taunt named "taunt_loot". The taunt depicted the characters taking something out of a chest or box. They are quite rough, especially the Engineer's, which is sped up a bit. As of the Gun Mettle update, the animations were removed entirely, but can still be found in Source Filmmaker under "Animation Sequences" for the characters that have this taunt.
- All classes have animations for throwing something in their c_arms models, and are presumably used for the Water Balloon weapons although throwable bread was a possibility as well. Other throwable weapons and new grenades were experimented with by Valve, so it's anyone's guess as to what the animations were actually for. As well, the spell animations and the Scout's and Sniper's throwing animations are different.
Scout
- "taunt_come_and_get_me" has him gyrating his body in an extremely...taunting way.
Soldier
- "show1" had him stand up straight, cross his arms, and then extend them to assumedly show something off. It was removed entirely some time after May 2012.
- Soldier also had two taunts, "taunt_slit_throat" which has him make a slitting throat gesture, and "taunt_gimmie_20" which has him point forward and then point to the ground. Both sequences are still in the Soldier's animation files, but were dummied out some time after November 2013.
- The aptly named "test" has Soldier standing somewhat awkwardly, assumedly loading two rockets into his rocket launcher.
Pyro
- "taunt_sit" had him sit down enthusiastically and then jump back up, possibly a reference to him sitting in the True Meaning comic (or the other way around). The sequence is still in the Pyro's animation files, but has been dummied out some time after November 2013.
Demoman
- An unnamed taunt that had him raise his weapon triumphantly in the air. It was removed entirely some time after November 2013.
Heavy
- "taunt_big_gorilla" had him put down his minigun and pound his chest like, predictably, a gorilla. The animation was removed entirely on an unknown date.
- "show1" had him boisterously lean back before showing off something. It was removed entirely some time after May 2012.
Engineer
- An unnamed taunt where he would take out his guitar and play a long tune on it. Possibly an early version of the Frontier Justice taunt kill. The animation was removed entirely on an unknown date.
- "taunt10" has the Engineer stumble around for a few seconds before assumedly puking. Possibly meant for his Brundle Bundle costume set.
- "taunt_test" had him put down his shotgun and tap his hardhat. It was removed entirely on an unknown date, and was probably never intended to be used based on the name.
- Engineer's c_arms model has four animations for a potential Engineer revolver, all with the simple prefix "revolver". The animations have been in the game since 2015.
Sniper
- "taunt_saxophone" was fairly similar to the used Killer Solo taunt's animation with slight differences and a little jump at the end. It was used in the Expiration Date short, so they may have planned to reuse that animation, but ultimately altered it. This taunt was removed from the files some time after November 2013.
- Sniper's c_arms model has four unused animations with the prefix "rifrevolver", possibly meant for the High Noon community weapon, which has not been put in the game as of March 2021. Attempting to play them in the Half Life Model Viewer will crash the program.
Spy
- Spy's c_arms model contains four unused animations with the prefix "c_dart_gun", intended for the planned Dart Gun/DNA Gun. The animations were added to the Spy's c_arms model in the June 18th, 2014 patch (Love and War update). For some reason, Spy's left hand will twitch a bit at the end of the idle animation.
Robots
- All robot classes minus Engineer have unique animations for dying from headshots and/or being backstabbed. The Engineer's animations for these are the same as its human counterpart (down to having the unused burning animation present), and all robots in-game will simply ragdoll when killed in these ways.
Unused Item Qualities
Within the game files, there are 4 item qualities that currently remain unused, one of which shares the same quality color as the Vintage quality.
- "Completed" - No associated color
- "Customized" - #476291
- "rarity2" - #8D834B
- "rarity3" - #70550F
Unused Marketing Poses
The following poses were used in marketing images, but never actually used in-game. The animations have been removed from the TF2 player model animation .MDL's, but can still be found in the Source Filmmaker animation .MDL's.
Scout Marketing pose, demonstrating the infamous "Crazy Legs" glitch. Used in the blog post Better Late Than Never.
The Soldier, prepared for war. Used in the WAR! Soldier page.A similar pose can also be seen as an easter egg in sd_doomsday and cp_foundry.
The Soldier, triumphing over the Demoman to earn the Gunboats. Used in the WAR! Victory page.
The Soldier poses with his new weapon, the Direct Hit, which is missing from its raw model shot. Used in the WAR! Soldier page.
The Soldier poses with an active Buff Banner. Used in the WAR! Soldier page.
Unused. Assumed to have been for the Equalizer's section on the WAR! Soldier page, or as a 'Loss' pose on the WAR! Victory page if the Soldier had lost the battle. If it's the former, then it was likely scrapped due to obvious model flaws.
The Demoman looks down, defeated. The bottle he is clutching in his right hand is missing from the raw shot. Used in the WAR! Victory page.
The Demoman relaxes, holding his Scottish Resistance loosely. Used in the WAR! Demoman page.
The Demoman holds his Eyelander high, and prepares to decapitate an enemy. Apart from the facial expression, this pose matches the taunt animation for the Eyelander. Used in the WAR! Demoman page.
The Heavy shows love to his minigun Sasha. This pose, or possibly a similar pose, was used for the VI Day image posted on the official blog with the conclusion of the WAR! Update.
Unreachable Objects
mvm_ghost_town.bsp
Right behind the bathrooms, there are two misplaced objects. One is a medkit, another is an ammobox.
mvm_coaltown.bsp
A similar situation in Coal Town map.
Debug Cheats
Along with the usual debug console commands that are in every Source engine game, there are a few that are specific to TF2. As with all cheats, they require sv_cheats to be enabled via console.
addcond
Usage: addcond [effect number] [time the effect should last, in seconds - leave out for infinite] [target, leave empty for self-targetting]
This hidden command allows you to apply status effects to yourself, including a few effects that are unused or typically unattainable by players. You can also use removecond (effect number) to remove an effect.
| Effect # | Internal Name | Description |
|---|---|---|
| -1 | TF_COND_INVALID | Invalid. |
| 0 | TF_COND_AIMING | Slowed movement speed, used when spinning the minigun or scoped with the Sniper Rifle. Forces player into reference pose. |
| 1 | TF_COND_ZOOMED | Sniper Rifle zoom. Crashes the game if you don't have a weapon with a scope equipped or a melee weapon active. |
| 2 | TF_COND_DISGUISING | Disguising - smoke effect. |
| 3 | TF_COND_DISGUISED | Disguising - putting on disguise. |
| 4 | TF_COND_STEALTHED | Cloaking effect. |
| 5 | TF_COND_INVULNERABLE | Ubercharge! Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
| 6 | TF_COND_TELEPORTED | "Dust" effect from stepping out of a teleporter. |
| 7 | TF_COND_TAUNTING | Taunting - adding this condition does nothing, but removing it stops a taunt instantly. |
| 8 | TF_COND_INVULNERABLE_WEARINGOFF | Ubercharge expiration effect, if player is also ubercharged. |
| 9 | TF_COND_STEALTHED_BLINK | "Flickering" effect if cloaked - removed instantly when added. |
| 10 | TF_COND_SELECTED_TO_TELEPORT | Teleporting - does nothing if added. |
| 11 | TF_COND_CRITBOOSTED | Crit boost! As seen with the Kritzkrieg and Frontier Justice. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
| 12 | TF_COND_TMPDAMAGEBONUS | Supposed to be a temporary damage buff but it does nothing. It was discovered within the 2018 source code leak that the only time the AddTmpDamageBonus function was called in the entire engine was commented out, making this condition entirely deprecated. A dev comment states Disabled because we have no attributes that use it, but just 3 lines down from that comment there is a hint to the existence of a cut attribute addperc_ondmgdone_tmpbuff. |
| 13 | TF_COND_FEIGN_DEATH | Dead Ringer effect. Works with any watch. Will also automatically apply condition 4. |
| 14 | TF_COND_PHASE | Bonk! Atomic Punch effect. |
| 15 | TF_COND_STUNNED | Stun effect. Does nothing when added via console, but removing it while stunned works on removing the stun. |
| 16 | TF_COND_OFFENSEBUFF | Buff Banner effect. |
| 17 | TF_COND_SHIELD_CHARGE | Chargin' Targe effect - the player will start walking forward with a limited turn rate, screaming like a Demoman. Only Demomen get the increased speed. |
| 18 | TF_COND_DEMO_BUFF | The Eyelander's sinister eye glow effect. Does nothing if added, but removing it will remove your eye glow. |
| 19 | TF_COND_ENERGY_BUFF | Crit-a-Cola/Buffalo Steak Sandvich effect. |
| 20 | TF_COND_RADIUSHEAL | Adds glowing rings under the player's feet, as seen in the Amputator taunt. The rings are removed after a taunt ends, but the effect is not. |
| 21 | TF_COND_HEALTH_BUFF | Continuous healing. Does nothing when added, but removing will remove such an effect. |
| 22 | TF_COND_BURNING | Triggers the sound effects and speech related to being set alight. Removing this condition removes the afterburn effect. |
| 23 | TF_COND_HEALTH_OVERHEALED | This condition is added to a player who is hit and subsequently healed by a bolt from a Crusader's Crossbow from their team's Medic. Its purpose is related to how the C_TFPlayer::UpdateOverhealEffect function works. If the player has this condition, the function checks whether they are overhealed or not, and applies the proper effects if they are not/cancels them if they are. It's basically a tracking condition. |
| 24 | TF_COND_URINE | Coated in Jarate. |
| 25 | TF_COND_BLEEDING | Bleeding. Does nothing when added, but removing will stop any bleeding. |
| 26 | TF_COND_DEFENSEBUFF | Battalion's Backup effect. |
| 27 | TF_COND_MAD_MILK | Coated in Mad Milk. |
| 28 | TF_COND_MEGAHEAL | Quick Fix's visual effects and knockback immunity. Will be automatically removed if you start getting healed by a Medic, dispenser or Payload cart. |
| 29 | TF_COND_REGENONDAMAGEBUFF | Concheror effect. |
| 30 | TF_COND_MARKEDFORDEATH | Marked for Death! |
| 31 | TF_COND_NOHEALINGDAMAGEBUFF | All attacks are mini-crits (no crit glow on weapon), can't be healed in any way. |
| 32 | TF_COND_SPEED_BOOST | Speed boost from being whipped across the hindquarters with the Disciplinary Action. |
| 33 | TF_COND_CRITBOOSTED_PUMPKIN | Crit boost from picking up a Halloween Pumpkin. |
| 34 | TF_COND_CRITBOOSTED_USER_BUFF | MvM Crit Boost canteen. |
| 35 | TF_COND_CRITBOOSTED_DEMO_CHARGE | Misc. generic crit boost effect. |
| 36 | TF_COND_SODAPOPPER_HYPE | Soda Popper "hype mode" multi-jumps. |
| 37 | TF_COND_CRITBOOSTED_FIRST_BLOOD | Arena Mode "first blood" crit boost bonus. |
| 38 | TF_COND_CRITBOOSTED_BONUS_TIME | Victory crit boost given to winning team. |
| 39 | TF_COND_CRITBOOSTED_CTF_CAPTURE | CTF Intel capture crit boost. |
| 40 | TF_COND_CRITBOOSTED_ON_KILL | Crit boost used by crit-on-kill weapons like the Killing Gloves of Boxing. |
| 41 | TF_COND_CANNOT_SWITCH_FROM_MELEE | Can't switch away from Melee weapon. Used by the Buffalo Steak Sandvich. |
| 42 | TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK | MvM Bomb Carrier buff - 35% less damage (50% less from Sentry Guns), team-colored buff ring effect. |
| 43 | TF_COND_REPROGRAMMED | Reprogrammed - unused and currently broken. When it worked, adding it switched you to RED. Removing it switched you to BLU, made sparks come out of your head, and stunned/slowed you for five seconds. Likely intended for MvM. |
| 44 | TF_COND_CRITBOOSTED_RAGE_BUFF | Phlogistinator's "MMMPH mode" crit boost. |
| 45 | TF_COND_DEFENSEBUFF_HIGH | Phlogistinator's "MMMPH mode" activation defence buff. |
| 46 | TF_COND_SNIPERCHARGE_RAGE_BUFF | Hitman's Heatmaker "Focus mode" effect. |
| 47 | TF_COND_DISGUISE_WEARINGOFF | Makes the Enforcer lose its 20% bonus, as if you fired to remove a disguise. |
| 48 | TF_COND_MARKEDFORDEATH_SILENT | Marked for death! Used for the Gloves of Running Urgently. |
| 49 | TF_COND_DISGUISED_AS_DISPENSER | Unused Dispenser disguise! Crouching makes you look like an enemy dispenser, which enemy Sentries will ignore, and slows your movement speed a little. Trying to switch weapon will freeze you briefly. |
| 50 | TF_COND_SAPPED | Sparks spew out of your head. Used in MvM for sapped robots. |
| 51 | TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED | "Hidden" Ubercharge - effect only displays briefly when shot. Used in MvM for robots that haven't entered the arena yet. |
| 52 | TF_COND_INVULNERABLE_USER_BUFF | MvM Canteen Ubercharge. |
| 53 | TF_COND_HALLOWEEN_BOMB_HEAD | Head turned into a bomb! Will only function properly if Merasmus is in the map. May crash on maps other than Ghost Fort. |
| 54 | TF_COND_HALLOWEEN_THRILLER | Can't move, funky disco music plays, all taunts are the Thriller taunt. Used in Ghost Fort's Wheel of Fate. |
| 55 | TF_COND_RADIUSHEAL_ON_DAMAGE | 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). |
| 56 | TF_COND_CRITBOOSTED_CARD_EFFECT | Misc. Crit Boost. |
| 57 | TF_COND_INVULNERABLE_CARD_EFFECT | Misc Ubercharge. |
| 58 | TF_COND_MEDIGUN_UBER_BULLET_RESIST | Vaccinator Uber: Bullet resistance. |
| 59 | TF_COND_MEDIGUN_UBER_BLAST_RESIST | Vaccinator Uber: Blast resistance. |
| 60 | TF_COND_MEDIGUN_UBER_FIRE_RESIST | Vaccinator Uber: Fire resistance. |
| 61 | TF_COND_MEDIGUN_SMALL_BULLET_RESIST | Vaccinator Passive: Bullet resistance. |
| 62 | TF_COND_MEDIGUN_SMALL_BLAST_RESIST | Vaccinator Passive: Blast resistance. |
| 63 | TF_COND_MEDIGUN_SMALL_FIRE_RESIST | Vaccinator Passive: Fire resistance. |
| 64 | TF_COND_STEALTHED_USER_BUFF | Instant cloak, can attack while uncloaking without having to wait for the animation to finish. |
| 65 | TF_COND_MEDIGUN_DEBUFF | Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags. |
| 66 | TF_COND_STEALTHED_USER_BUFF_FADING | Enemy bots will ignore you, a vignette shows on the screen, and you gain the Spy's cloak effect. |
| 67 | TF_COND_BULLET_IMMUNE | Bullet immunity. |
| 68 | TF_COND_BLAST_IMMUNE | Blast immunity. |
| 69 | TF_COND_FIRE_IMMUNE | Fire immunity. |
| 70 | TF_COND_PREVENT_DEATH | Player cannot be killed (Buddha Mode) - automatically removed upon dropping to 1HP. |
| 71 | TF_COND_MVM_BOT_STUN_RADIOWAVE | MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players). |
| 72 | TF_COND_HALLOWEEN_SPEED_BOOST | "Minify" magic spell effect: Speed boost, firing speed boost, reload speed boost, and infinite double jumps. |
| 73 | TF_COND_HALLOWEEN_QUICK_HEAL | Quick-Fix-esque healing effect. |
| 74 | TF_COND_HALLOWEEN_GIANT | Triple size, 10x health, forced into third person. |
| 75 | TF_COND_HALLOWEEN_TINY | 1/3rd size, big head, forced into third person. |
| 76 | TF_COND_HALLOWEEN_IN_HELL | Death turns the player into a ghost, but they can still use voice commands. |
| 77 | TF_COND_HALLOWEEN_GHOST_MODE | Turned into a ghost. RIP. Removing returns you to the land of the living. |
| 78 | TF_COND_MINICRITBOOSTED_ON_KILL | Appears to be entirely unused. Doing a text crawl for the internal name in the source code returns no results except for tf_shareddefs.cpp and tf_shareddefs.h where it is defined within enum ETFCond with all the other condition flags. |
| 79 | TF_COND_OBSCURED_SMOKE | Allows dodging similar to condition 14, but only dodges 75% of the time. |
| 80 | TF_COND_PARACHUTE_ACTIVE | Parachute effect, removed when touching the ground |
| 81 | TF_COND_BLASTJUMPING | According to the 2018 source code leak, this appears to just be a tracking condition that is applied when a player either sticky jumps or rocket jumps and is removed when they land. Internally, sticky jumping and rocket jumping appear to be referred to as "blast jumping". This condition is also used by other things like logic for attributes to help determine if a player is currently "blast" jumping. |
| 82 | TF_COND_HALLOWEEN_KART | Gives the player Bumper Kart movement (from Scream Fortress 2014). |
| 83 | TF_COND_HALLOWEEN_KART_DASH | Increased the players Field of View with their world model playing the Bumper Car boosting animation. If the player has condition 82, the player is forced to move forwards at a boosted speed until the condition is removed or they hit a wall or other player. |
| 84 | TF_COND_BALLOON_HEAD | Gives the player a larger head and lowered gravity. |
| 85 | TF_COND_MELEE_ONLY | Melee only mode, adds conditions 32 and 75. |
| 86 | TF_COND_SWIMMING_CURSE | Allows the Player to swim in air, gaining vision effects as if underwater or covered in Jarate. |
| 87 | TF_COND_FREEZE_INPUT | Locks the player in place and stops them from turning. |
| 88 | TF_COND_HALLOWEEN_KART_CAGE | Player gains a cage surrounding them, adding condition 87. However, this seems to crash the game. |
| 89 | TF_COND_DONOTUSE_0 | Internally, this says to not use this, but this is apparently also the condition that is checked to determine whether or not a player is holding a Rune. |
| 90 | TF_COND_RUNE_STRENGTH | Double damage and no damage falloff. |
| 91 | TF_COND_RUNE_HASTE | Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed. |
| 92 | TF_COND_RUNE_REGEN | Regen ammo, health, and metal. |
| 93 | TF_COND_RUNE_RESIST | Takes 1/2 damage and critical immunity. |
| 94 | TF_COND_RUNE_VAMPIRE | Takes 3/4 damage, gain health on damage, and 40% increase in max health. |
| 95 | TF_COND_RUNE_REFLECT | Attacker takes damage and knockback on hitting the player and 50% increase in max health. |
| 96 | TF_COND_RUNE_PRECISION | Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles. |
| 97 | TF_COND_RUNE_AGILITY | Increased movement speed, grappling hook speed, jump height, and instant weapon switch. |
| 98 | TF_COND_GRAPPLINGHOOK | Used when a player fires their grappling hook, no effect applying or removing. |
| 99 | TF_COND_GRAPPLINGHOOK_SAFEFALL | Used when a player is pulled by their grappling hook, no effect applying or removing. |
| 100 | TF_COND_GRAPPLINGHOOK_LATCHED | Used when a player latches onto a wall, no effect applying or removing. |
| 101 | TF_COND_GRAPPLINGHOOK_BLEEDING | Used when a player is hit by attacker's grappling hook. |
| 102 | TF_COND_AFTERBURN_IMMUNE | Deadringer afterburn immunity. |
| 103 | TF_COND_RUNE_KNOCKOUT | Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit. |
| 104 | TF_COND_RUNE_IMBALANCE | Prevents gaining a crit-boost or Uber powerups. |
| 105 | TF_COND_CRITBOOSTED_RUNE_TEMP | Crit-boost effect. |
| 106 | TF_COND_PASSTIME_INTERCEPTION | Used when a player intercepts the Jack/Ball. |
| 107 | TF_COND_SWIMMING_NO_EFFECTS | Swimming in the air without animations or overlay. |
| 108 | TF_COND_PURGATORY | Refills max health, short Uber, escaped the underworld message on removal. |
| 109 | TF_COND_RUNE_KING | Increased max health and applies condition 113. |
| 110 | TF_COND_RUNE_PLAGUE | Radius health kit stealing, increased max health, players you touch also get condition 112. |
| 111 | TF_COND_RUNE_SUPERNOVA | Charge meter passively increasing, when charged activiated causes radius Bonk stun. |
| 112 | TF_COND_PLAGUE | Plague sound effect and message, blocks King powerup health regen. |
| 113 | TF_COND_KING_BUFFED | Increased fire rate, reload speed, and health regen to players in a radius. |
| 114 | TF_COND_TEAM_GLOWS | Outline and health meter of teammates (and disguised spies). |
| 115 | TF_COND_KNOCKED_INTO_AIR | Used when a player is airblasted |
| 116 | TF_COND_COMPETITIVE_WINNER | Based on code in the 2018 source code leak, this condition appears to be another tracking condition, but this time used for helping with logic for the end-of-match Competitive screen. |
| 117 | TF_COND_COMPETITIVE_LOSER | Based on code in the 2018 source code leak, this condition appears to be another tracking condition, but this time used for helping with logic for the end-of-match Competitive screen. |
| 118 | TF_COND_HEALING_DEBUFF | Healing debuff from Medics and dispensers. |
| 119 | TF_COND_PASSTIME_PENALTY_DEBUFF | Marked-for-death effect. |
| 120 | TF_COND_GRAPPLED_TO_PLAYER | Prevents taunting and some Grappling Hook actions. |
| 121 | TF_COND_GRAPPLED_BY_PLAYER | Based on code in the 2018 source code leak, this condition appears to be another tracking condition, but this time used for logic related to grappling hook targetting. |
| 122 | TF_COND_PARACHUTE_DEPLOYED | Parachute deployed, prevents reopening it. |
| 123 | TF_COND_GAS | Gas Passer effect. |
| 124 | TF_COND_BURNING_PYRO | Dragon's Fury afterburn on Pyros. |
| 125 | TF_COND_ROCKETPACK | Thermal Thruster launched effects, prevents reusing. |
| 126 | TF_COND_LOST_FOOTING | Less ground friction. |
| 127 | TF_COND_AIR_CURRENT | Reduced air control and friction. |
| 128 | TF_COND_HALLOWEEN_HELL_HEAL | Used when a player gets teleported to hell. |
removecond
Usage: removecond [effect number]
Like the name suggests, this hidden command removes the condition you input.
currency_give
Usage: currency_give [amount]
Gives you money in MvM mode. Excessive amounts (over $30000 or so) may cause a server crash, so be careful!
ent_create
As in other Source engine games, this lets you spawn entities.
- ent_create merasmus - Spawns Merasmus!
- ent_create eyeball_boss - Spawns a BLU Monoculous!
- ent_create eyeball_boss teamnum 2 - Spawns a RED Monoculous!
- ent_create eyeball_boss teamnum 5 - Spawns the original Monoculous!
- ent_create headless_hatman - Spawns the Horseless Headless Horsemann!
- ent_create tf_zombie - Spawns Skeletons! Before Halloween 2013, it spawned a random class with a Voodoo-Cursed Soul and an invisible melee weapon.
- ent_create tf_spell_pickup - Spawns a spellbook, as seen in Helltower!
- ent_create tank_boss - Spawns an MvM Tank! On Payload maps, it acts as an automated bomb cart, moving and capping points on its own. On other maps, it makes a beeline for the nearest door.
- ent_create ghost - Spawns a ghost, which typically immediately falls through the floor or vanishes!
Powerplay!
Usage: condump_on, condump_on <anything here>, condump_off
These sneaky, covertly-named commands do not require sv_cheats to be enabled, but do require to be logged in under one of a whitelisted set of Steam account IDs, belonging to members of the TF2 dev team. If anything is typed after the command (ie. condump_on 1), it will activate for the activator's entire team, not just the activator.
When activated, those effected are set alight and granted every Medic ubercharge effect simultaneously - invulnerability, 100% crits, all three Vaccinator resistance types, and the Quick Fix's knockback immunity. Due to bugs caused by the myriad updates over the years, the effects will eventually go away if the player is not continually healed by a Medic.
This, along with the unique "Valve Rocket Launcher", are among a couple of tools used by members of the TF2 dev team to hilariously, blatantly cheat when getting beaten down in public and charity games. The "Powerplay" name comes from the TF2 team's internal clan, named after a failed netcode initiative during the dialup modem era.
Regional Differences
| To do: Provide pictures/audio of differing content and provide comparisons. |
The German release of the game contains several changes to avoid getting a "keine Jugendfreigabe" ("adults only"). Valve changed the mercenaries to robots and made the blood to sparks; silly gibs are always enabled as well. There are also "bloodless" versions of the Axtinguisher and Ubersaw weapons, but, oddly enough, not of any other weapons.
The French release of the game has the Spy's voice lines in English rather than French.
Oddities
- Mannhattan's map-specific sounds are located in a directory called mvm_warehouse (under ambient or ambient_mp3) in "tf2_sound_misc_dir.vpk". This may have been the map's name during development.
| The Team Fortress series | |
|---|---|
| Windows, Mac OS X, Linux | Team Fortress Classic • Team Fortress 2 (Prototypes) |
| Related games | |
| Windows, Mac OS X, Linux | Source Filmmaker (Prototype) |
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