Impulse: Difference between revisions
No edit summary |
Mycatismycat (talk | contribs) m (Use template instead of link) |
||
(47 intermediate revisions by 23 users not shown) | |||
Line 1: | Line 1: | ||
{{LanguageBar}} | |||
{{TabsBar}} | |||
{{split|based on engine}} | |||
{{This is a|console command|name=impulse|engine=Source|engine1=Source 2}} | |||
__NOTOC__ | |||
It is a generic client-side [[console command]] that is used to send commands to the [[server]] without modifying the [[usercmd]]. | |||
The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive. | The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive. | ||
{{confirm|Impulses are not [[prediction|predicted]].}} | |||
Syntax:<pre>impulse NUMBER</pre> | |||
Impulse commands are generally used for development functions and/or cheats, and almost all require {{cmd|sv_cheats}}. See <code>[[CBasePlayer]]::ImpulseCommands()</code>, <code>CBasePlayer::CheatImpulseCommands()</code> and <code>CHL2_Player::CheatImpulseCommands()</code>. | |||
==Impulses== | |||
===General=== | |||
These are available in most or all GoldSrc, Source and Source 2 games. | |||
{| class="standard-table" | {| class="standard-table" | ||
! # | ! # | ||
! Notes | ! Notes | ||
! Description | ! Description | ||
|- | |||
!76 | |||
| Works only in {{bms}}. | |||
| Caches human grunt when first used, then creates {{ent|npc_human_grunt}} which is partially submerged under floor. Mentioned in {{srcsdk|4}} despite the complete absence of this [[NPC]]. | |||
|- | |||
|- | |- | ||
!81 | !81 | ||
| | | | ||
| Gives the player | | Gives the player a {{ent|weapon_cubemap}}, used to test [[cubemaps]]. | ||
|- | |- | ||
!100 | !100 | ||
| Not a cheat | | Not a cheat (except in {{portal2}}) | ||
| Toggle the player flashlight. Might require | | Toggle the player flashlight. Might require {{ent|item_suit}} or cheats {{portal2|only}} enabled, depending on the game. Bound to '''F''' by default. | ||
|- | |- | ||
!101 | !101 | ||
| | | | ||
| | | In {{hl2|4}} gives player 25 health (if the player's health is less than 100) with suit and weapons with full ammo. | ||
In {{portal|4}} also gives fully charged [[weapon_portalgun|portal gun]]. | |||
In {{portal2|4}} only fully charged portal gun. In {{p2ce|4}} gives fully charged portal gun and fully charged [[weapon_paintgun|paint gun]]. | |||
In {{bms|4}} it does the same thing as in {{hl2|4}}, doesn't give [[item_longjump|long jump module]]. | |||
In {{tf2|4}} it refills health and ammo for all weapons. | |||
|- | |- | ||
!102 | !102 | ||
| | | | ||
| Spawns a [[VPhysics]] human skull (<code>models\Gibs\AGIBS.mdl</code>) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in | | Spawns a [[VPhysics]] human skull (<code>models\Gibs\AGIBS.mdl</code>) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in {{hls|4}}. | ||
|- | |- | ||
!103 | !103 | ||
| | | | ||
| Prints AI state of the NPC the player is looking at to the console. Requires | | Prints [[AI]] state of the [[NPC]] the player is looking at to the console. Requires {{cmd|developer|1}}. | ||
|- | |- | ||
!106 | !106 | ||
Line 44: | Line 61: | ||
!107 | !107 | ||
| | | | ||
| Prints the material that player is looking at to console. Only works on brushes: use | | Prints the material that player is looking at to console. Only works on brushes: use {{cmd|mat_crosshair}} instead, which works on displacements too. | ||
|- | |- | ||
!108 | !108 | ||
| | | | ||
| | | Starts debugging on NPC under the crosshair. | ||
|- | |- | ||
!195, 196, 197 | !195, 196, 197 | ||
| Nonfunctional | | Nonfunctional, creates nonexistent entity that used to exist in {{goldsrc|4}} | ||
| | | {{goldsrc|2}} leftover supposed to show the shortest path to the nearest air, large, and human nodes respectively. | ||
|- | |- | ||
!200 | !200 | ||
Line 60: | Line 77: | ||
!201 | !201 | ||
| Not a cheat | | Not a cheat | ||
| Creates a player spray on the brush under the crosshair. Use Options | | Creates a player [[spraycan|spray]] on the brush under the crosshair. Use '''Options, Multiplayer''' to set a spray. Default key is '''T'''. | ||
|- | |- | ||
!202 | !202 | ||
Line 68: | Line 85: | ||
!202 | !202 | ||
| Not a cheat | | Not a cheat | ||
| Plays a "player jingle" soundfile. | | Plays a "player jingle" soundfile. To enable hearing/playing jingles, set {{cmd|cl_customsounds|1}}. Set the sound file for a jingle using {{cmd|cl_soundfile|<file path relative to game folder>}}. Sound files must be Source-compatible [[WAV]] files under 128KB (512KB in newer engines). Jingles function using the same system as sprays, and are subject to the same anti-spam cooldown. {{note|This works with the SDK codebase, but games seem to typically disable jingles.}} | ||
|- | |- | ||
!203 | !203 | ||
| | | | ||
| | | Removes the entity under the crosshairs. Same as {{cmd|ent_remove}}. | ||
|} | |} | ||
===[[Half-Life 2]]=== | ===[[Half-Life 2]]=== | ||
{| class="standard-table" | {| class="standard-table" | ||
! # | ! # | ||
Line 84: | Line 100: | ||
! 50 | ! 50 | ||
| Not a cheat | | Not a cheat | ||
| Makes player command (call/send) a squad. | | Makes player command (call/send) a squad. Bound to '''C''' by default. | ||
|- | |- | ||
! 51 | ! 51 | ||
| | | Not a cheat (in DM) | ||
| Spawns | | Spawns {{ent|item_dynamic_resupply}}. | ||
|- | |- | ||
! 52 | ! 52 | ||
Line 96: | Line 112: | ||
! 82 | ! 82 | ||
| | | | ||
| Spawns an armed | | Spawns an armed {{ent|prop_vehicle_jeep}}. Same as {{cmd|ch_createjeep}}. | ||
|- | |- | ||
! 83 | ! 83 | ||
| | | | ||
| Spawns | | Spawns a {{ent|prop_vehicle_airboat}}. Same as {{cmd|ch_createairboat}}. | ||
|} | |} | ||
[[ | ===[[Counter-Strike: Global Offensive]]=== | ||
{| class="standard-table" | |||
! # | |||
! Notes | |||
! Description | |||
|- | |||
! 100 | |||
| Not a cheat | |||
| Start weapon inspection. | |||
|- | |||
! 202 | |||
| | |||
| Doesn't work. | |||
|} |
Latest revision as of 03:41, 7 July 2025
impulse
is a console command available in all Source and
Source 2 games.
It is a generic client-side console command that is used to send commands to the server without modifying the usercmd.
The advantage is that new commands can be added without compatibility-breaking networking changes; the disadvantage is that only one impulse can be sent at a time, and that the commands themselves are non-descriptive.

Syntax:
impulse NUMBER
Impulse commands are generally used for development functions and/or cheats, and almost all require sv_cheats. See CBasePlayer::ImpulseCommands()
, CBasePlayer::CheatImpulseCommands()
and CHL2_Player::CheatImpulseCommands()
.
Impulses
General
These are available in most or all GoldSrc, Source and Source 2 games.
# | Notes | Description |
---|---|---|
76 | Works only in ![]() |
Caches human grunt when first used, then creates npc_human_grunt which is partially submerged under floor. Mentioned in ![]() |
81 | Gives the player a weapon_cubemap, used to test cubemaps. | |
100 | Not a cheat (except in ![]() |
Toggle the player flashlight. Might require item_suit or cheats (only in ![]() |
101 | In ![]() In In In In | |
102 | Spawns a VPhysics human skull (models\Gibs\AGIBS.mdl ) from inside the player (might land behind you). Meant to spawn a "random" gib and seems to be used in ![]() | |
103 | Prints AI state of the NPC the player is looking at to the console. Requires developer 1. | |
106 | Prints the class, targetname and model of the entity under the crosshairs to the console. | |
107 | Prints the material that player is looking at to console. Only works on brushes: use mat_crosshair instead, which works on displacements too. | |
108 | Starts debugging on NPC under the crosshair. | |
195, 196, 197 | Nonfunctional, creates nonexistent entity that used to exist in ![]() |
![]() |
200 | Plays the current viewmodel's holster animation. Doesn't actually prevent attacking. (The current weapon just won't be visible.) Not all weapons have holstering sequences. | |
201 | Not a cheat | Creates a player spray on the brush under the crosshair. Use Options, Multiplayer to set a spray. Default key is T. |
202 | Obsolete | Spray blood over the brush under the crosshair. |
202 | Not a cheat | Plays a "player jingle" soundfile. To enable hearing/playing jingles, set cl_customsounds 1. Set the sound file for a jingle using cl_soundfile <file path relative to game folder>. Sound files must be Source-compatible WAV files under 128KB (512KB in newer engines). Jingles function using the same system as sprays, and are subject to the same anti-spam cooldown. ![]() |
203 | Removes the entity under the crosshairs. Same as ent_remove. |
Half-Life 2
# | Notes | Description |
---|---|---|
50 | Not a cheat | Makes player command (call/send) a squad. Bound to C by default. |
51 | Not a cheat (in DM) | Spawns item_dynamic_resupply. |
52 | Rangefinder. Prints Starting position, ending position, 3D distance and 2D distance. | |
82 | Spawns an armed prop_vehicle_jeep. Same as ch_createjeep. | |
83 | Spawns a prop_vehicle_airboat. Same as ch_createairboat. |
Counter-Strike: Global Offensive
# | Notes | Description |
---|---|---|
100 | Not a cheat | Start weapon inspection. |
202 | Doesn't work. |