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'''Impulse''' is a generic client-side [[console command]] that is used to send commands to the server without modifying the [[usercmd]].
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{{This is a|console command|name=impulse|engine=Source|engine1=Source 2}}
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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. {{confirm|Impulses are not [[prediction|predicted]].}}
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.


<pre>impulse <number></pre>
{{confirm|Impulses are not [[prediction|predicted]].}}


Impulse commands are generally used for development functions and/or cheats, and almost all require [[sv_cheats]]. See <code>[[CBasePlayer]]::ImpulseCommands()</code>, <code>CBasePlayer::CheatImpulseCommands()</code> and <code>CHL2_Player::CheatImpulseCommands()</code>.
Syntax:<pre>impulse NUMBER</pre>


== Impulses ==
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>.
 
=== General ===
 
These are available in most or all Source games.


==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 the [[weapon_cubemap]], used to test [[cubemaps]].
| 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 [[item_suit]], depending on the game. Bound to F by default.
| 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
|
|
| Gives player full health, all weapons, and ammo.
| 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 Half-Life: Source.
| 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 [[developer]] mode.
| 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 [[mat_crosshair]] instead, which works on displacements too.
| 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
|
|
| Sets the NPC under the crosshairs as the Debug NPC. Doesn't appear to have any effect?
| 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}}
| Supposed to show the shortest path to the nearest air, large, and human nodes respectively.
| {{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 > Multiplayer to set a spray. Default key is T.
| 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. ''To enable jingles'', set <code>cl_soundfile</code> to a WAV file under 128KB, enable <code>cl_customsounds</code> and join a server. Jingles go through the same system as sprays, and are subject to the same anti-spam cooldown. {{note|This works with the SDK codebase, but games typically appear to disable jingles.}}
| 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
|
|
| Remove the entity under the crosshairs. Same as <code>[[ent_remove]]</code>.
| 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. Default key: <code>C</code>
| Makes player command (call/send) a squad. Bound to '''C''' by default.
|-
|-
! 51
! 51
|
| Not a cheat (in DM)
| Spawns [[item_dynamic_resupply]].
| Spawns {{ent|item_dynamic_resupply}}.
|-
|-
! 52
! 52
Line 96: Line 112:
! 82
! 82
|
|
| Spawns an armed [[prop_vehicle_jeep|buggy]].
| Spawns an armed {{ent|prop_vehicle_jeep}}. Same as {{cmd|ch_createjeep}}.
|-
|-
! 83
! 83
|
|
| Spawns an airboat.
| Spawns a {{ent|prop_vehicle_airboat}}. Same as {{cmd|ch_createairboat}}.
|}
|}


[[Category:Console Commands]]
===[[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

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Split-arrows.png Split

It has been suggested that this article or section be split into multiple articles: based on engine. (Discuss)

impulse is a console command available in all Source Source and Source 2 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.

Confirm:Impulses are not predicted.

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 Black Mesa. Caches human grunt when first used, then creates npc_human_grunt which is partially submerged under floor. Mentioned in Source SDK Source SDK despite the complete absence of this NPC.
81 Gives the player a weapon_cubemap, used to test cubemaps.
100 Not a cheat (except in Portal 2) Toggle the player flashlight. Might require item_suit or cheats (only in Portal 2) enabled, depending on the game. Bound to F by default.
101 In Half-Life 2 Half-Life 2 gives player 25 health (if the player's health is less than 100) with suit and weapons with full ammo.

In Portal Portal also gives fully charged portal gun.

In Portal 2 Portal 2 only fully charged portal gun. In Portal 2: Community Edition Portal 2: Community Edition gives fully charged portal gun and fully charged paint gun.

In Black Mesa Black Mesa it does the same thing as in Half-Life 2 Half-Life 2, doesn't give long jump module.

In Team Fortress 2 Team Fortress 2 it refills health and ammo for all weapons.

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 Half-Life: Source Half-Life: Source.
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 GoldSrc GoldSrc GoldSrc GoldSrc leftover supposed to show the shortest path to the nearest air, large, and human nodes respectively.
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.
Note.pngNote:This works with the SDK codebase, but games seem to typically disable jingles.
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.