This command has a set of pre-defined effects, the one that will be applied is determined by the impulse # you provide as an argument. For exmaple, impulse 101 gives you maximum money. See argument information for more help.
Argument Information
The syntax for this command is as follows:
Name |
Description |
Impulse # |
The number of the impulse you wish to apply. Impulses are: - 81 - gives you a weapon_cubemap
- 100 - toggles your flashlight on and off (if you have one)
- 101 - gives you maximum cash, health and ammo
- 102 - spawns a VPhysics human skull
- 103 - prints the AI state of the NPC you have under your crosshair. Needs "developer 1" command to work
- 106 - prints the name, class and model of the entity that is currently under your crosshair to the console
- 107 - prints the name of the material under your crosshair to the console
- 108 - sets the NPC under your crosshair as a "debug NPC". We're not too sure what this means, but we think it might make it the target of some debug commands
- 195 - non-working, should show the shortest path the nearest air node
- 196 - non-working, should show the shortest path the nearest large node
- 197 - non-working, should show the shortest path the nearest human node
- 200 - plays the "holster" animation for the item you current have in your hands. The holster animation is the animation that plays when you switch to an item
- 201 - creates a player spray under your crosshair
- 202 - sprays blood on the entity behind your crosshair
- 202 - players your "player jungle" soundfile. You need to enable cl_customsounds and set cl_soundfile to an eligible WAV file (under 128KB)
- 203 - does the same as ent_remove, removes the entity that your crosshair is over
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Extra Information
Find additional information relating to this command below.