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SMFire - TF2 Entity Debug Plugin

sm_fire <target> <action> <value>

At first the plugin might seem a bit complicated, because it doesn't show a list of commands for you. It's just one command with many features! So here I'll list all features currently available in SMFire.

Preview Video

(The basic.smx is not needed)

TARGETS

SINGLE

  • !self
  • !picker
  • *index
  • @playername

MULTIPLE

  • !all
  • !red
  • !blue
  • !bots
  • !select (clear/data)
  • #targetname
  • classname

SPECIAL

  • !aim
  • !file

ACTIONS

  • data (full)
  • removeslot <0-5/all>
  • stun <duration>
  • scare <duration>
  • trail <R+G+B/off>
  • respawn
  • regen
  • health <amount>
  • setname <name>
  • kill
  • addorg <x> <y> <z>
  • addang <pitch> <yaw> <roll>
  • addvel <x> <y> <z>
  • setorg <x> <y> <z>
  • setang <pitch> <yaw> <roll>
  • setvel <x> <y> <z>
  • class <tfclass>
  • setheadscale <scale>
  • settorsoscale <scale>
  • sethandscale <scale>
  • resetscale
  • fp or firstperson
  • tp or thirdperson
  • addcond <value>
  • removecond <value>
  • pitch <0-255>
  • color <R+G+B+A> [0-255]
  • setclip <value>
  • noclip (on/off)
  • freeze (on/off)
  • teleport <target> [only single targets]
  • copy <x> <y> <z> <pitch> <yaw> <roll>
  • play <soundpath>
  • wear <index>
  • sheen <sheen index/reset> <effect index>
  • index <item index>
  • ks or killstreak <amount/reset>
  • clearprops
  • mod <index/list/reset> <value/reset> Attribute List
  • {tf_weapon equipping}
  • {datamap manipulation}
  • {all other ent_fire actions}

AIM

  • data (full)
  • prop <modelpath>
  • create <classname>
  • value <key> <value>
  • spawn
  • delete
  • copy
  • paste
  • shift (value) [copy placement: +speed] [value - rotation offset]
  • move [place copy: +speed] [placement: +walk]
  • warp (amount) [warp: W/A/S/D/JUMP/DUCK] [swap mode: +speed (Origin/Angles)]
  • choose <filename> [placement: +speed] [cycle: +walk]
  • select (0/range) [if no value: select/deselect: +speed]
  • deselect (0/range) [if no value: select/deselect: +speed]
  • decal <material_path.vmt>
  • drop

FILE

  • create <filename>
  • write <filename> <value>
  • print <filename>
  • delete <filename>
  • saveprops <filename>
  • loadprops <filename>

DATAMAP MANIPULATION

sm_fire <target> <datamap> <*any>

Gives the ability to check or change any datamap/netprop of target in-game.

List of Datamaps
List of Netprops

Examples:

  • m_iHealth - player health
  • m_iClip1 - weapon clip ammo
  • m_hActiveWeapon - players weapon currently active/holding
  • m_iName - targetname
  • m_flMaxspeed - max allowed speed of player

For instance, you could set the clipsize of your weapon like this:

  1. sm_fire !self h_ActiveWeapon - gives you your active weapon entity index, lets say it's 73.
  2. sm_fire *73 m_iClip1 50 - changes that weapons clipsize to 50! (not reloadable tho)

TF_WEAPON EQUIPPING

sm_fire <target> <tfweapon> <index>

Lets you equip any tf_weapon with any index. Works with multiple players!

List of Indexes

Examples:

  • sm_fire !self tf_weapon_rocketlauncher_directhit 127 gives directhit
  • sm_fire !self tf_weapon_knife 638 gives sharp dresser
  • sm_fire !self tf_weapon_handgun_scout_primary 457 gives you a weird one-shot Force-A-Nature?
  • sm_fire !self tf_weapon_pep_brawler_blaster 294 gives you lugermorph scattergun