Welcome to our guide on Addcon commands for Team Fortress 2! These commands are essential for players looking to improve their skills and strategies in the game. Before we get started, please note that these commands only work with sv_cheats 1, and on a training server or a server created by you. We want to make sure everything is clear, so if you notice any mistakes, please let us know. This is our first time creating a guide, and we don’t want any negativity from the TF2 community. Now, let’s dive into the basic Addcon commands and become master players together.
Basics & Basic Commands.
To start off, get in a server either use a training server or create a server, pick your map any works, now that you have done that, we can work on the addconds.
Start by enabling console using ~
If this does not work you do not have advanced options, go to settings, advanced options and enable developer console.
Once done, put in sv_cheats 1 and you’re almost ready!
Here’s how you put in an addcond, the commands follow.
To add an addcond type into console.
Addcond (number)
to remove a cond, type in console.
Removecond (number)
Now you’re ready.
Commands
Before this though I will be putting all the overpowered ones at the bottom if you just wanna do some chaos instead of seeing what is what. – Broken conds will not be mentioned.
(i’m writing from the TF2 wiki, so If I don’t understand something i’ll just throw in the explanation and it hopefully makes sense for you.)
0=Slowed as if you were revving in your weapon or zooming in with a sniper rifle, this will also put your character into a revved up pose, if your class does not have this animation it will turn into a reference pose.
1=This will put you into a sniper rifle zoomed in state, if you change weapons or are not the Sniper class it will crash your game.
2=Disguise smoking effects.
3= Disguise donning.
4=Cloaks you, if you are a class that isn’t the spy you will uncloak with no noise.
5=Medigun Ubercharge, can be broken via dispenser usage, payload cart or another’s Medic Medigun.
6=Teleporter after effects.
8=Ubercharge ending effect.
9=Intended to be a flickering effect if Cloaked, “removed immediately if added.”
10=Intended to be condition for teleportation, Prevents you from doing things you normally wouldn’t be able to do when teleporting.
11=Kritzkrieg and Frontier Justice revenge crits, drops via dispenser, another medic or payload.
13=Dead Ringer cloak defense.
14=Bonk effect.
16=Buffer Banner effect.
17=Chargin’ Targe effect, if you are not Demoman’s class it’ll likely charge but never end breaking your sensitivity.
19=Crit-a-cola, Buffalo Steak, Sandwich and Cleaner’s Carbine Effect.
20=Medicating Melody effect.
22=Plays a voice command from when you are ignited, does not actually ignite you.
24=Jarate effect.
26=Battalion’s Backup Effect.
27=Mad Milk effect.
28=Quick Fix Effect.
29=Concheror Effect.
30=Marked for Death.
31=Mini-Crits.
32=Disciplinary Action speed boost.
33=Pumpkin Crit boost.
34=MVM Canteen Crit
35=Weapon will sound like and look like it has crits but will not actually do the critical damage output.
36=Will give Scout’s hype ability with the Soda Popper, if you are not Scout this will just give a purple glow to your weapon.
37=First Blood Crit Boost.
38=Winning team crits. (for when you win a game and gain crits)
39=Intelligence Capture Criticals.
40=Crit boost from Crit-on-kill (KGB)
41=Buffalo Steak Sandvich, will not allow you to switch weapons.
42=Player takes 35% less damage and 50% less from Sentry Guns, gains team coloured buff rings.
44=Mmmph Crits
45=Mmmph Activation buff.
46=Focus effect, this will affect Sniper primaries (expect for the Classic, Huntsman and it’s reskins.)
47=Causes the Enforcer to lose it’s 20% damage, as when firing it to remove a disguise.
48=Marked for Death, Rescue Ranger’s hauling ability.
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.
50=Adds a sparking effect to the Player’s head.
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).\
52=Ubercharge but it uses the Canteen version from MVM.
53=Player forced into third person mode and will hear Bombinomicons lines as if there head was turned into a bomb.
54=Player cannot move and hears the Ghost Fort dancing music. Any taunts performed are the Thriller taunt.
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).
56=Wheel of Fate crits.
57=Wheel of Fate Ubercharge.
58=Vaccinator Bullet Uber.
59=Vaccinator Explosion Uber.
60=Vaccinator Fire Uber.
61=Vaccinator Bullet Protection.
62=Vaccinator Explosion Protection.
63=Vaccinator Fire Protection.
64=Player cloaks regardless of Class, used for the Invisibility spell from Halloween.
66=Player is ignored by bots, Sentry Guns and attacking makes the player visible but will quickly recloak.
67=Bullet Immunity.
68=Explosion Immunity.
69=Fire Immunity.
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.
71=MvM Bot gate-capture stun (automatically stuns bots and adds a radio effect above their heads, but has no effect on human players).
72=Player gains speed boost, faster firing speed, faster reload speed and an infinite amount of double/triple jumps.
73=Quick Fix like healing effect.
74=Player is doubled in size and health but will be slower.
75=Player is halved in size and health remains the same, but will be faster.
76=Player gains condition 77 upon death, used for when the player is in Hell.
77=Player becomes a Ghost.
79=Player will have a 75% chance to dodge damage taken.
80=Player gains parachute if currently airborne while the command is sent to console.
81=Player gains fire rate bonus on the Airstrike.
82=Player will gain bump cart state.
83=Player will gain speed boost on the bump cart, will only work if in bump cart state.
84=Players gains a bigger head and low gravity.
85=Player is stripped to melee only.
86=Player can swim, meaning you can swim.
87=Player is locked in place and cannot turn, attack or switch weapons.
88=Player gains a cage surrounding them.
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.
90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100 Mann power effects try them yourself because they mostly do the same thing just different effects.
102=Added when a player actives their dead ringer giving them immunity to afterburn.
(to be continued later, if you don’t wanna wait just check the tf2 wiki for addconds, https://wiki.teamfortress.com/wiki/Cheats.)
Overpowered Commands
Ubercharges
5 (Medic’s Uber)
45 (Mmmph defense buff)
52 (Canteen ubercharge)
57 (Crit from Wheel of Fate)
58 Vaccinator Uber Bullet Resistance
59 Vaccinator Uber Explosion Resistance
60 Vaccinator Uber Fire Resistance
61 Vaccinator Bullet Passive
62 Vaccinator Explosion Passive
63 Vaccinator Fire Passive
67 Bullet Damage Immunity
68 Explosion Damage Immunity
69 Fire Damage Immunity
Criticals
11 (Kritzkrieg)
33 (Pumpkin Crits)
34 (Canteen crit boost)
38 (Winning team criticals)
39 (Intelligence captured criticals)
44 (Mmmph Crit boost)
56 (Critical from wheel of fate)
Mini Crits
31 (Mini Crit)
Soldier’s Support Weaponry
16 (Buff Banner)
26 (Battalions Backup)
29 (Concheror)
32 (Disciplinary Action Speed boost)
Generic Category
42 (take less damage basically)
64 (cloak regardless of class)
66 (similar to cloak but you can attack)
72 (Player gains speed boost, firing rate boost, reload speed boost, and infinite air jumps. Used for the Minify Magic spell.)
—ONLY WORKS ON CERTAIN CLASSES CATEGORY—
Scout
36=Hype, gives triple jump and faster reload.
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
46=Focus effect from the Hitman’s Heatmaker onto every other Sniper Rifle.
Spy
Joke Category
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.
(will be continued further later, go to the wiki for more op stuff)
And that wraps up our share on Team Fortress 2: Addcon Commands. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by silo, who deserves all the credit. Happy gaming!