Impulse: Difference between revisions
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| 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}}. | ||
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!195, 196, 197 | !195, 196, 197 | ||
| Nonfunctional, creates nonexistent entity | | 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. | ||
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!200 | !200 | ||
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. |