These commands are unique to NeoTF and you will need to bind additional keys to use them.
These binds will enable you to use most NeoTF features, if you want to be able to use all features, you'll need to read the NeoTF user manual linked at the end of this post.
If you don't know how to bind a key, open your console with the ~ key (to the left of 1 on most QWERTY keyboards) and type "bind key command" - An example would be "bind q _special2" without the quotes.
Here is the skill list for all of the classes.
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SCOUT: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Ring of Shadows buildspecial: Warp Disk buildspecial2: Radar detspecial: Detonate built Warp Disk Secondary or optional commands to bind mortar: Builds MortarMarker detmarker: Detonate built MortarMarker mortarfire: Fires Mortar What these commands do, how/when to use them, tips and other features: Ring of Shadows: When activated, this makes the scout invisible to all enemy SGs and MGs for a period of time. The amount of time depends on the server specifications, but it's never that long, so it must be used carefully. When you hit the _special2 key, there will be an audible beep, then a whirring sound will continue until the "ring" loses its power. Everyone will hear the beep and the whirring sound, so if you were thinking of silently sneaking through the enemy base, you were wrong. When your Ring is about to lose power, you'll get a message on your screen that tells you. Then you'll get the same message once more. After that, you'll be visible to all enemy SGs and MGs. You cannot activate the Ring of Shadows while carrying a flag/key, but if you activate it before you pick up the flag/key, it will not be deactivated and it will act as it normally would. Therefore, try to sneak into an enemy base, staying out of sight/range of SGs and MGs, then get to the flag or key, activate the Ring of Shadows, grab the flag/key, and haul ass out of there. You only have one Ring of Shadows per life. Warp Disk: When you hit buildspecial, a Warp Disk will appear at your feet. The Warp Disk looks like a glowing EMP nade (it glows your team's color). Pressing the buildspecial key after you build the disk will warp jump you to its location. If enemies are close enough to the Warp Disk when you warp jump to it, then you'll frag 'em :) The Warp Disk can be destroyed by enemy fire when discovered, and you can't use it or build one when you're carrying a flag/key. When you die, or after five jumps, the disk explodes. You carry two disks per life. Executing the detspecial command detonates the disk. If you've just been frozen by a pyro (see PYRO section for info on freezing), then teleporting back to your Warp Disk will thaw you as well as get you away from that nasty pyro. It's a good idea to put a Warp Disk near the enemy's flag, so after you capture it, you can warp right back and take it again. It can even be used for defensive purposes in the same way. That is, put it right by YOUR team's flag and when you hear that an enemy takes it, tele-frag the bastard. No class can survive it. Radar: Executing the buildspecial2 command will emit an audible beep (everyone can hear this one too) and will bring up a small text message where you would usually see chat. The message will look exactly like this: > In range: X players, X TFCmechs, X NeoTFmechs. "Players" are any players, whether they're on your team or not. "TFCmechs" are SentryGuns, Dispensers, and Detpacks (since a scout can disarm a demoman's Detpack by standing over it). NeoTFmechs are MultiGuns. Also, if something is "in range" you will see a green line for each player or mech. The line will be pointing in the direction of a player or mech. The brighter the line, the closer the player or mech. You can use the Radar unlimited times, however, each time you use it, you have to wait maybe 2 or 3 seconds before you can use it again. You can still use the Radar while you're carrying a flag or key. NeoTF Menu: When you execute the togglemenu command as a scout, the menu looks exactly like this (if something is separated by "///" then the first command comes up when you first press togglemenu, and the command following the "///" comes up when you execute the command behind the "///"): 1. Activate Radar 2. Activate Ring of Shadows 3. Build Teleport Disk 4. Detonate Teleport Disk 5. Build Mortarmarker///Call Mortar Strike 6. Detonate Mortarmarker >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> SNIPER: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Build Anti-Missile/Laser Rocket Pack///Fire Laser Rocket buildspecial2: Build Beam Ladder///Dismantle Beam Ladder detspecial: Detonate built Anti-Missile Launcher detspecial2: Detonate built Beam Ladder What these commands do, how/when to use them, tips and other features: Anti-Missile/Laser Rocket Launcher: Executing the _special2 command will cost you 25 armor and will build an Anti-Missile/Laser Rocket Launcher (hereafter referred to as an AM Pack). It looks like your normal weapons/items pack. The AM Pack will shoot down any soldier RPG rockets, helicopter Guided Missiles (NOT Hellfire missiles), or pyro Incendiary Cannon rockets within range with its own type of projectile (see the SOLDIER section for info on helicopter weapons). It can't always do it though; it's not foolproof. After you build an AM Pack, pressing the _special2 key again, when your sniple rifle is charged, will launch a Laser Rocket. The pack fires a slow-moving (but powerful) rocket and it will go towards wherever your red dot is pointing until it hits something. You'll have to wait about 1 second after a Laser Rocket hits to launch another, but you can launch as many as you want, and it doesn't cost armor or health. Good for taking out enemies who are hiding behind walls, or even useful for when you're hiding yourself, and want to fire into an area. The pack can be detonated with the detspecial command. There is only one AM Pack built per sniper. Laser Rockets: If there is a nearby soldier and/or Laser Rocket Launcher MultiGun (see the ENGINEER section for info on this) nearby, you can launch Laser Rockets from these as well; with or without a nearby Anti-Missile/Laser Rocket Launcher pack. Simply have your sniper rifle charged and execute the _special2 command. If there is one of these things nearby, a Laser Rocket will launch from it, and from there you can control it with your red dot as you usually would. If you have multiple AM Packs, soldiers, and/or Laser Rocket Launcher MultiGuns near you, you can launch Laser Rockets from all of them! Just use the _special2 command as many times as necessary and Laser Rockets will launch from every single thing. If you get enough snipers on a map, have engineers build MultiGuns that are upgraded by the snipers, and/or have many soldiers around, you can REALLY give the enemy hell :) The soldiers don't need to have their RPG launchers out either, you can launch Laser Rockets from them regardless of what weapon they have out. Beam Ladder: Executing the buildspecial2 command will cost you 50 armor and will build a Beam Ladder. When it's fully built, the Beam Ladder looks like two white shafts. Get in front of the ladder, hold down your USE key (deafult is E), and look up to ascend. You can descend the ladder by doing the same thing, but looking down. The ladder will slowly sap your armor, then your health from you at a rate of 2 units per second when you're climbing, so don't dawdle on it. When you reach the top, you can jump from it. You cannot use your sniper rifle on the Beam Ladder, just like you wouldn't be able to use it on a normal ladder. [whoopis]CamperX gets credit for this tip: It may be a good idea to build the Beam Ladder in an area, then go find a sniping spot in another area in the same vicinity. When an enemy comes and sees the Beam Ladder, he'll look for you around it and you can snipe him from where you are. Thanks CamperX; good idea! ANY PLAYER on ANY TEAM can use the Beam Ladder with the exception of soldiers, hwguys, and pyros. Once the ladder is built, standing close to it and executing buildspecial2 again will dismantle it (you'll get your 50 armor units back). Executing the detspecial2 command will detonate the Beam Ladder. You cannot use or build a Beam Ladder while carrying a flag or key. Flash Grenades: The sniper class has a secondary grenade in NeoTF. Most servers are configured so the sniper starts out with two of them, but if it isn't (or you need more) pressing USE in front of the Medic-Upgraded Dispenser will give you some (see the MEDIC section for info on the Dispenser Upgrade). Since the Flash Grenade is a secondary grenade, just hit your secondary grenade key to use them (default is G). When the Flash Grenade "activates" it releases an expanding white circle. The range and height is much bigger than the engineer's EMP grenade, but the circle expands slower. Any enemy in the range will be blinded (will only see white) for a few seconds, then his vision will fade back in. Note: Anyone played that OTHER, SIMPLETON mod, Counter-Strike? The blinding effect of the Flashbang in that game is the same as that of the Flash Grenade in NeoTF. NeoTF Menu: When you execute the togglemenu command as a sniper, the menu looks exactly like this: 1. Build Anti-Missile Launcher 2. Launch Laser Rocket 3. Build/Dismantle Beam Ladder 4. Detonate AM Launcher 5. Detonate Beam Ladder 6. Toss unprimed Flashgren >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> SOLDIER: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Launch Remote-Controlled Helicopter///Fire Guided Missile buildspecial: Build SAM Launcher///check SAM Launcher health buildspecial2: Launch Helicopter Bomb detspecial: Detonate Helicopter detspecial2: Detonate SAM Launcher Secondary or optional commands to bind hellfire: Fire hellfire rocket from Helicopter toggleboost: Activate boost of speed for Helicopter togglehover: Make Helicopter hover in place toggleview: Switch view between Soldier and Helicopter view What these commands do, how/when to use them, tips and other features: Remote-Controlled Helicopter: Soldiers (by default) carry one Remote per life. Executing the _special2 command will launch a small remote controlled helicopter and the soldier view will be changed to the view from the helicopter cockpit. If you are on the Blue or Green team (the darker colors), the helicopter model is an Apache (smaller, and with one set of blades). If you're on the Red or Yellow team (the lighter colors), the helicopter model is an Osprey (wider, and with two sets of blades). Also, for people who can't remember this, when the helicopter is damaged, it will briefly flash its team's color. Once launched, the helicopter will automatically be moving at normal speed (slightly slower than the soldier walks), and will have 9 ammo units. The helicopter's direction is controlled by the mouse. The body is transparent (when viewed from inside) so you can fly in any direction and still see, aim, and fire weapons. The helicopter receives damage from all weapons (teammates' included). When it is damaged, a message will appear in the upper-left corner of the screen telling you the percentage of health left. The weapons and other features of the helicopter are described below: Helicopter Guided Missiles: Once the helicopter is launched, executing the _special2 command again will fire a guided missile. The missile's motion can be controlled by where you point the crosshairs of the helicopter (similar to the sniper's Laser Rocket, but more powerful and somewhat faster). These cost one ammo unit each. The missile's trail is color coded to the team member that fired it. Hellfire Missiles: Once the helicopter is launched, executing the hellfire command will fire a Hellfire missile. This missile is much much more powerful and automatically homes in on the nearest enemy. However, you have to wait until an enemy is in range. When one is in range, you will see a little stick figure icon on the right side of the screen. The Hellfire missile moves slightly faster than the normal guided missiles, and costs 2 ammo units. The missile's trail is color coded to the team member that fired it. Helicopter Bombs: Once the helicopter is launched, executing the buildspecial2 command will fire a helicopter bomb. The bomb shoots out a few feet in front of the helicopter's nose and explodes about three seconds after it is fired. It does more damage than the guided missiles and costs 2 ammo units. The bomb's trail is color coded to the team member that fired it. Toggle Boost: Once the helicopter is launched, executing the toggleboost command will give the helicopter a 5 second boost of speed, during which you can't launch any weapons. After executing the command, you must wait another 10 seconds to use it again. Toggle Hover: Once the helicopter is launched, executing the togglehover command will make the helicopter hover in place. You can still change the direction it's facing, but it will not move forward. The helicopter will become opaque from the inside view though, making it harder to aim guided missiles. Toggle View: Once the helicopter is launched, executing the toggleview command will change views from that of inside the helicopter cockpit to that of the normal soldier view. When the view is changed, the helicopter still acts as it would if you were viewing from inside the cockpit. That is, when you move your mouse, the helicopter still changes directions to face where your mouse is pointing (the soldier does this when you're viewing inside the helicopter cockpit too). This is useful in many ways. Firstly, if you see the red pentagons in the center of the screen and the health in the bottom left corner is decreasing, then it means you, as the soldier, are being attacked. Hit toggleview quickly and blast the enemy. Also, if you want to just monitor an area (for defensive or offensive purposes) then fly the helicopter to a spot, park it using togglehover, then hit toggleview. Now you can do your thing as a soldier, and whenever you see the stick figure icon appear on the right side of the screen, hit hellfire. You could also hit toggleview real quick and launch a guided missile at 'em if you dont want to spend the two ammo units. SAM Launcher: Executing the buildspecial command will build a SAM Launcher. It will cost you 75 armor units to build. When first built, it will look like a transparent SentryGun base that glows your team's color. You need a friendly engineer to upgrade the SAM by touching it. When upgraded it will look like a SentryGun base with a black Assault Cannon (hwguy's default weapon) floating directly above it. The SAM will shoot down any enemy helicopters, as well as helicopter-launched weapons. Hellfire missiles and bombs will detonate immediately when launched, but guided missiles will not detonate immediately, and the helicopter itself will take a certain amount of hits before detonating. The SAM's range is small, so it's best to build them close to your base's entrace(s). You can only have one SAM Launcher built per soldier. NeoTF Menu: When you execute the togglemenu command as a soldier, the menu looks exactly like this (if something is separated by "///" then the first command comes up when you first press togglemenu, and the command following the "///" comes up when you execute the command behind the "///"): 1. Build SAM Launcher///SAM Launcher Health 2. Detonate SAM 3. Launch Aircraft///Launch Missile 4. Detonate Remote 5. Drop a Bomb 6. Call for Upgrade 7. Togglehover 8. Toggleview 9. Toggleboost Note: The upgrade you call for is that of the SAM Launcher (whether you have one built or not). For info pertaining to the "Call for Upgrade" option, see section 3: Universal commands. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> DEMOMAN: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Build Landmine buildspecial: Build Landmine buildspecial2: Build Sensormine detspecial: Detonate all Mines Secondary or optional commands to bind saberdisc: Throw SaberDisc mortar: Builds MortarMarker detmarker: Detonate built MortarMarker mortarfire: Fires Mortar What these commands do, how/when to use them, tips and other features: Landmine: Executing the buildspecial or _special2 command (either one will work, but I think the buildspecial command is more intuitve) will cost you 25 armor and will build a Landmine. The Landmine will appear at your feet and looks like a small, gray circle. You can only have two Landmines built at a time. Executing the detspecial command will detonate ALL mines (Sensormines included). Landmines will detonate themselves two minutes after they are first built. Sensormine: Executing the buildspecial2 command will cost you 25 armor and will build a Sensormine. The Sensormine will appear at your feet and looks exactly like the Landmine but is transparent and has a slight pulsating glow. When an enemy comes in range of the Sensormine for detection (the range is relatively small) the Sensormine will beep loudly (everyone in the vicinity will hear the beep) and you'll see exactly this message come up in the area where chat usually appears: > Enemies in sensor mine range: DETONATE NOW!!! You can only have two Sensormines built at a time. Executing the detspecial command will detonate ALL mines. Sensormines and Landmines have exactly the same power. Sensormines will also detonate themselves two minutes after they are first built. SaberDisc: You may want to bind the saberdisc command to a key if you have room. Executing this command will launch a slightly fast moving killer frisbee. The disc's trail will be color-coded to your team. The SaberDisc will fly exactly to where your crosshairs are pointing when you first release it. After that, the disc's motion cannot be controlled. It will fly straight out until it hits something/someone or it reaches its maximum distance. At that point, it will fly straight back to you. The recoil fom the disc when you catch it is very strong. If you jump up and backwards just before catching the disc, you'll fly up and back VERY far. This is much better and easier than Pipebomb jumping. You can still use the SaberDisc while carrying a flag or key. Since it's hard to aim the disc, only use it on SGs/Mgs/etc, or when you can sneak up behind people (especially snipers). The SaberDisc is pretty powerful, but you only get 20 throws per life (most times you won't get the oppurtunity to use all 20 anyway). NeoTF Menu: When you execute the togglemenu command as a demoman, the menu looks exactly like this (if something is separated by "///" then the first command comes up when you first press togglemenu, and the command following the "///" comes up when you execute the command behind the "///"): 1. Deploy Land Mine 2. Deploy Sensor Mine 3. Detonate all Mines 4. Toss SaberDisc 5. Build Mortarmarker///Call Mortar Strike 6. Detonate Mortarmarker >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> MEDIC: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Build Anti-Grenade/Healing Pod buildspecial: Build Anti-Grenade/Healing Pod buildspecial2: Release a Snark detspecial: Detonate Anti-Grenade/Healing Pod detspecial2: Detonate released Snarks Secondary or optional commands to bind mortar: Builds MortarMarker detmarker: Detonate built MortarMarker mortarfire: Fires Mortar What these commands do, how/when to use them, tips and other features: Anti-Grenade/Healing Pod: Executing either the _special2 or buildspecial commands will build the Anti-Grenade/Healing Pod (hereafter referred to as just "the Pod"). The Pod looks like one of the old HL Deathmatch weapons, which is hard to describe. It's basically a small green and black, odd looking cylinder. Building this costs the medic all 100 armor units he can carry. By default, the pod will neutralize any secondary grenades, soldier rockets, demoman pipes, and spy Airstrike missiles (see SPY section for info on that) in its medium-sized range. The Pod will usually get every single one of these weapons that comes in range, but sometimes one or two thing may get through if there is enough of them and the Pod will be damaged or destroyed. Once built, the Pod will have a lifespan of 2 minutes either way. As well as neutralizing these weapons, any teammate in range will be healed at a rate of 10 health units per second. It will also dispel the effects of infection, flames, spy tranquilizer, spy gas hallucinations, etc. Executing the detspecial command will detonate the Pod, but you cannot dismantle it. The Pod is the best way to defend SentryGuns and MultiGuns. The only ways an SG or MG can be killed when a Pod is close to it, is if a sniper can get a shot at it from far away, and/or if the SG or MG has a blind spot, so you can get it with weapons that won't be neutralized by the Pod. More strategies for SG/MG placement are in the ENGINEER section. Snarks: Snarks_kick_ASS! Executing the buildspecial2 command will cost you 10 armor units and a Snark will be released. They jump out from you and after a 3 second delay (during which they'll run far away from you) they'll start looking for a victim. All Snarks released will focus on the same victim. They have a 15 second lifespan (including the first 3 second delay), during which they'll repeatedly bite their victim. They have a small amount of health, but they're so small and move so fast it's hard to shoot them. They'll also attack SGs and MGs, and more effectively since the Guns can't run away. If their selected victim dies, they'll start searching for another while they themselves still live. If they can't find an enemy at any point (including when they're first released) they'll start attacking the medic who released them instead. When they die, they detonate, but you can also detonate the Snarks manually with the detspecial2 command. However, if the Snarks attack you, you cannot use detspecial2 to detonate them. You'll just have to run and wait for them to die. Snarks will rarely let their victim get away. They're able to jump incredibly high, and can even jump in and out of water. By default, medics carry 5 Snarks with them, and can have 3 live Snarks out at a time (it costs 10 armor each time you release a Snark). These are very useful for taking out pesky SGs or MGs that you can't seem to kill any other way. The Snarks will not be detonated by a Pod, so just run by the SG or MG and spam the Snarks like grenades. Medic Dispenser Upgrade: When a medic touches a normal Dispenser in NeoTF, a rotating red cross will appear over the Dispenser. Now it will heal teammates at a rate of 10 health units per second when they come close to it, along with giving out ammo and armor units as it usually would. Also, if sniper go up to it and hit the USE key, (default is E) they will receive Flash Grenades (see the SNIPER section for more info on Flash Grenades). NeoTF Menu: When you execute the togglemenu command as a medic, the menu looks exactly like this (if something is separated by "///" then the first command comes up when you first press togglemenu, and the command following the "///" comes up when you execute the command behind the "///"): 1. Deploy Anti-Gren Pod 2. Detonate Anti-Gren Pod 3. Spawn a Snark 4. Detonate Snarks 5. Build Mortarmaker///Call Mortar Strike 6. Detonate Mortarmarker >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> HWGUY: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Build Mortar buildspecial: Build Mortar detspecial: Detonate Mortar Secondary or optional commands to bind +hook: Deploy Grappling Hook What these commands do, how/when to use them, tips and other features: Mortar: Executing either the _special2 or buildspecial command will cost you 50 armor units and will build a Mortar. The Mortar looks like a level one SentryGun without legs. When the Mortar takes damage, you will see the percentage of health left in the upper left corner. It has a lifespan of 5 minutes. You do not get kills for when teammates call Mortar Strikes (for info on how other classes use the Mortar, see the last part of section 3). Grappling Hook: You may want to bind a key to the +hook command if you play hwguy at all. Holding down the key bound to this command will cost you 25 armor units and a beam (color coded to your team) will attach itself to whatever your crosshairs are pointing at. Keep holding down the key and the beam will pull you toward where it's attached. After the initial 25 armor, keeping the beam up will cost you 5 armor units per second. This is very useful for getting up to high places, because the hwguy couldn't do it otherwise. Also, you can hide in the corner of a ceiling and wait for an enemy to come by. The Hook's range is pretty good, so try to use it any time you need to get to a hard-to-reach place. In the NeoTF menu for the hwguy, "Deploy Grappling Hook" is equivalent to holding down a key bound to +hook and "Release Grappling Hook" is equivalent to releasing the key. You can still use the Grappling Hook while carrying a flag or key. Armor Sharing: Any time a teammate touches an hwguy he will receive full armor. This does not cost the hwguy any armor. NeoTF Menu: When you execute the togglemenu command as an hwguy, the menu looks exactly like this: 1. Deploy Mortar 2. Detonate Mortar 3. Deploy Grappling Hook 4. Release Grappling Hook >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> PYRO: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Activate Jetpack buildspecial2: Activate Freeze Cannon Secondary or optional commands to bind mortar: Builds MortarMarker detmarker: Detonate built MortarMarker mortarfire: Fires Mortar What these commands do, how/when to use them, tips and other features: Jetpack: Execute the _special2 command to activate your Jetpack. This will give you a short boost in whatever direction you're pointing. It's best used when you point your crosshairs at a 45 or more degree angle. The Jetpack gives you a huge boost when used this way. For example, you can get from the upper part of your base on 2fort to that of the enemy's in two boosts, and you can get all the way out of the lower flag pit of crossover2 in one boost. Very useful for fighting also, as the pyro tends to need to use his flamethrower on enemies for long periods of time, while avoiding enemy fire. Run around your enemy and hit him with flames, then when he starts to put you on the defensive, or throws a nade, give yourself a Jetpack boost, land behind him, and start at it again (or freeze 'em). The Jetpack consumes 15 armor units per use. When carrying a flag or key you can still use the Jetpack, but it will give much less of a boost. You'll have to use it more times to reach the same area you could easily reach before you were carrying the flag or key. Freeze Cannon: The Freeze Cannon is a very powerful weapon. In fact it's the most powerful the pyro has when used correctly. Execute the buildspecial2 command to activate your Freeze Cannon. You can do this at any time, and it doesn't cost any armor. However, there are certain conditions that must be met in order for you to succesfully freeze an enemy: Your enemy must have both feet on the ground (no freezing in water, midair, etc.) Your enemy must not be near their respawn area (this applies to most Neo-weapons, such as Snarks) Your enemy must be in your crosshairs, but it doesn't matter what weapon you have out Also, the freeze cannon's range is short, so try to get as close as possible. If you execute the buildspecial2 command but cannot freeze your enemy, you'll get a message telling you why (either 'no enemy in range', 'your enemy must have both feet on the ground' , or 'you can't build here'). You have 5 freezes per life, and you won't lose any armor for it. You can only freeze players (no SG or MG freezing). Upon succesfully freezing someone, blue beams will eminate from you and your enemy will be encased in ice. While they are frozen they will receive environmental cold damage. While your victim cannot move from the spot they are on, they can still spin around and shoot you, and/or throw nades at you. Make sure when you freeze someone you run around him and avoid his fire. It's a good idea to just run circles around him and hit him with your flamethrower (your flames will not melt the ice in which he's trapped). If you don't kill your enemy when he's frozen, the freezing effects will wear off after a short time. NeoTF Menu: When you execute the togglemenu command as a pyro, the menu looks exactly like this (if something is separated by "///" then the first command comes up when you first press togglemenu, and the command following the "///" comes up when you execute the command behind the "///"): 1. Jetpack Boost 2. Activate Freeze (Point at Enemy first!) 3. Build Mortarmaker///Call Mortar Strike 4. Detonate Mortarmarker >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> SPY: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Call an Airstrike buildspecial: Call an Airstrike buildspecial2: Deploy Hoverboard detspecial: Destory Hoverboard What these commands do, how/when to use them, tips and other features: Airstrike: Point at the sky and execute either the buildspecial or _special2 command to call an Airstrike. There will be a beep (which everyone will hear) and a beam running from where you pointed your crosshairs in the sky to you. This is what the trajectory of the Airstrike will be. Everyone will see the beam too, so it'll be pretty obvious to the other team that you're a spy. About five seconds after you call the Airstrike, a volley of about ten powerful rockets will fly down from the sky hitting the area you were standing on when you called the Airstrike. When the Airstrike hits, you WILL lose your disguise. Make sure you're not standing in front of a live SG/MG or enemy when the Airstrike falls. You'll have to wait 60 seconds after you first call the Airstrike to call another. You can call an unlimited amount of Airstrikes, and they don't cost you any armor. The Airstrike rockets will be neutralized by a medic Pod, but otherwise there's no way to stop them. The only limitation is that this ONLY works when you point at the actual sky. The Airstrike doesn't work indoors. It's best used for taking out SGs and MGs, as it is hard to make an enemy stay in a spot for five seconds, especially if they see/hear you call the Airstrike. If an SG/MG is under partial cover, make sure you adjust the trajectory accordingly (i.e. point your crosshairs at an angle so that you can see the sky from standing right next to the SG/MG). You can still call an Airstrike while you're holding a flag or key. Hoverboard: Execute the buildspecial2 command to deploy the Hoverboard. A yellow, snowboard-looking thing appears under your feet, and you move forward slowly ahead. Use your mouse to point yourself in whatver direction you want. Press your USE key (default is E) to stop in place. You can even go backwards by pressing the back key (default is S). The Hoverboard will not affect your disguise but, like the Airstrike, if you use it, it will be obvious you're a spy. The Hoverboard is most useful in transportation, but can be used in combat to. You can fly over the top of an enemy and then try to stab them in the back. It's also very useful for getting into a harder-to-reach entrance of a base. The Hoverboard costs you 10 armor units to build, and then 5 armor units per second while you're flying. Execute the detspecial command to "destroy" the Hoverboard. This doesn't hurt you, and is the only way to stop moving without losing armor (if you press E, you'll stop moving, but you'll still lose 5 armor units per second). You cannot "build" a Hoverboard in water (if you try, you'll be told you can't do that and you'll lose ten armor units) and if you are on a Hoverboard and fly onto/into water, it will automatically be destroyed. You cannot "build" a Hoverboard while you are holding a flag or key, but if you activate the Hoverboard before you grab the flag/key, you can still use it. Aqualung: In NeoTF, spies carry an aqualung so they will not drown. You can stay under water as long as you want and you will not lose any health or armor. This makes water areas a good place to hide, feign, and/or put your disguise on. Enemy Team Chat: In NeoTF spies can "hear" enemy team talk (if they hit the U key rather than the Y key to talk). When they use team talk to say for instance, 'I hope the other team doesn't have a spy who's seeing this,' you'll see this come up in the area where you see talk messages: (ENEMY) EnemyName: I hope the other team doesn't have a spy who's seeing this If you are too far away from the enemy using team talk, the text will be garbled. You still cannot hear enemy team talk through the microphone. Disguise Sharing: By default a normal NeoTF server will not have this feature enabled. When it is enabled, any disguised spy will also make nearby teammates disguised as well. NeoTF Menu: When you execute the togglemenu command as a spy, the menu looks exactly like this: 1. Call Airstrike (Point at sky first!) 2. Deploy Hoverboard 3. Destroy Hoverboard >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ENGINEER: Primary NeoTF commands +sg_cam: Use friendly SG camera sgcam_switch: Switch view to another friendly SG camera togglemenu: NeoTF Menu _special2: Build a MultiGun/Check built MG's health buildspecial: Build a MultiGun/Check built MG's health buildspecial2: Build/Dismantle BouncePad detspecial: Detonate built MultiGun(s) detspecial2: Detonate built BouncePad What these commands do, how/when to use them, tips and other features: MultiGuns: Execute either the _special2 or buildspecial command to build a MultiGun (hereafter referred to as MG). It will cost you 50 armor, and a transparent, glowing tripod-looking thing will appear in front of you (it will glow the color of your team). An MG will be hurt by any damage done to it, including your teammates' fire. There's no way to repair your MG (DON'T hit it with your wrench, this WILL damage it). Execute either the buildspecial or _special2 command again to check your MG's health. Once built, the MG must be upgraded by someone in order to work. The MG is upgraded by someone (other than another engineer) by touching it, that is, running up to it. The MG will turn into a different type of gun depending on what class touches it (thus the name, MultiGun). Keep in mind that ANYONE (excluding engineers) can upgrade MGs. This means that when you first build an MG (when it's "inert"), an enemy can come and touch it. When this happens, the MG becomes the enemy's, and it will attack anyone on your team. When this happens you'll have to destroy your MG before you can build another, and you CANNOT detonate captured MGs. There's also no way to dismantle an MG, so you have to detonate it if you need to build one again. Detonate your MG by executing the detspecial command. You'll want to detonate it if it's too damaged, if it isn't the type of MG you want, or if it runs the risk of being captured. Try to use the "Call for Upgrade" option on the engineer NeoTF menu to help make sure your inert MG is upgraded by a teammate. Be careful though, because spies will hear that team talk (see the SPY section above for info on Enemy Team Chat). Here's a list of all the incarnations of the MG: (SCOUT upgrade) Displacer: When a scout touches an inert MG, it turns into a Displacer. This looks like a tripod with a bunch of weird mechanical attachments on it (sorry that's the best I can do). When an enemy comes in its medium range, it will charge up (a bunch of different colored beams will eminate from it) and it will zap him. Then, the victim will be repeatedly teleported to random locations both in and out of the physical areas of the map, but the victims will incur damage only when they're teleported in front of the MG again. They'll die eventually, but they may be teleported into an area where they can drop a nade and do some damage to something/someone, and the more health and armor the victim has, the longer it will take for them to die. (SNIPER upgrade) Laser-Rocket Launcher: When a sniper touches an inert MG, it turns into a Laser-Rocket Launcher. This looks like a tripod, but with yellow beams circling around it. When an enemy comes within its large range, the gun will automatically fire a rocket that will home in on the enemy. The rocket is similar to the sniper's laser-guided rocket, but more powerful. The rate of fire is very slow though, so to avoid this MG get in range, then when it fires find some cover, then run past the MG (or try to destroy it). (SOLDIER upgrade) Rocket Launcher: When a soldier touches an inert MG, it turns into a Rocket Launcher. This gun is much smaller than the normal MG, and looks like a brown square with a few holes in it for launching rockets (again...sorry for the crappy description, just remember that it's the smallest MG). When an enemy comes within its large range, the gun will fire a volley of three rockets, then after about 5 seconds, it will fire another volley. Since the MG is small, put it in a hard to reach/see area so the victim will never see it coming. (DEMOMAN upgrade) Mirv Grenade Launcher: When a demoman touches an inert MG, it turns into a Mirv Grenade Launcher. This gun looks like a tripod, but every so often, some grenades will jump out of it (they don't do any damage, this is just so you can tell what kind of MG it is). When an enemy comes within its large range the MG will launch a fast-flying Mirv grenade. When the grenade hits something/someone, it will drop two bomblets that will also explode (as opposed to the five bomblets a normal Mirv grenade drops). This MG has a high rate of fire, and along with its good range, it's hard to get around this gun, but the grenades and bomblets don't do as much damage as you would expect. (MEDIC upgrade) Bio Cannon: When a medic touches an inert MG, it turns into a Bio Cannon. This gun looks like a tripod, but with a floating skull above it. When an enemy comes within its medium range, the gun lights up with a green glow and launches flying blue skulls at the enemy (this gun is a bit more inaccurate than the others). Along with doing some damage, the enemy becomes infected. However, the infection is different from the one you get from an enemy medic's medpack. You'll still receive the damage of eight health units per 2 seconds or so, but your screen will also shake, making it harder to aim. Along with that, you'll see a small biohazard-type icon in the bottom left corner of your screen, as well as a floating, rotating biohazard animation on your person (this is to make it clear to teammates that you're infected I suppose, so they won't touch you and get infected as well). Medics, however, will not get infected from the Bio Cannon. They'll just receive the damage from the skulls. Any other classes can actually have both types of infections at once (medpack and Bio Cannon), so if this happens, they'll die twice as fast. When the MG fires, you'll know, because the skulls make a screaming sound. (HWGUY upgrade) Crowbar Shooter: When an hwguy touches an inert MG, it turns into a Crowbar Shooter. This gun looks like a tripod, but every so often, some crowbars will jump out of it (they don't do any damage, this is just so you can tell what kind of MG it is). When an enemy comes within its medium range, the gun releases fast-flying crowbars that do a lot of damage. This gun's rate of fire is a bit slower than that of the Bio Cannon, but it's also more accurate. (PYRO upgrade) Flamegun: When a pyro touches an inert MG, it turns into a Flamegun. This gun looks like a tripod, but every so often, a small flame will flash over it. When an enemy comes within its medium range, it lights up with a red glow and shoots out fast flying projectiles that do flame damage (pyros will receive less damage from this gun than other classes). The gun's accuracy is the same as that of the Bio Cannon, and the damage done is somewhat less than that of the Crowbar shooter, but this MG has the highest rate of fire out of all of them. It never pauses between firing either, like the Displacer, Laser-Rocket Launcher, Rocket Launcher, Mirv Grenade Launcher, or Tesla Coil do. This makes this MG VERY hard to avoid. Your best hope if you're a lightly armored class, is to stay out of its range. Engineers should try to have these built in a confined area or close to the entrance(s) of the base, but still in a hard-to-reach place. (SPY upgrade) Tesla Coil: When a spy touches an inert MG, it turns into a Tesla Coil. This gun looks...like a Tesla Coil (a metal pole with metal rings around it). When an enemy comes within its medium range, the Coil charges up (making a sound and glowing blue) then discharges an extremely powerful electric bolt at the target. This WILL kill the target, no matter what class. However, the charging takes about one second, so if you hear a Tesla Coil charging up, run in the other direction. Once you're out of its range, it's easy to destroy like any MG. BouncePad: Executing the buildspecial2 command will cost you 50 armor units and will build a BouncePad. This looks like a transparent Dispenser. Now, any of your teammates and you, excluding hwguys, soldiers, and pyros can use it. To use the BouncePad, run up to it, and as you're standing "in" it, jump. This will give you a huge boost up and straight ahead. For examlple, if you were to place a BouncePad on the little bridge in front of your base on the map, Well, using the BouncePad correctly and holding down the forward key while in the air will result in you flying all the way to the enemy team's bridge. Also, when standing "in" the BouncePad and pressing the USE key (default is E) will result in you getting a straight vertical boost (but not as high a boost as the pyro Jetpack for instance). Also, if you're falling from a high place and you come close to the BouncePad, it will slow your descent (you'll notice a white beam eminating from the BouncePad that is attached to you). Both the forward and jump, and the USE boosts of the BouncePad cost 10 armor units each time. The BouncePad has a two minute lifespan and can also be destroyed by enemy fire. Enemies cannot use the BouncePad, but if you see an enemy within its vicinity, executing the detspecial2 command will detonate the BouncePad. You can only have one BouncePad at a time. You can dismantle your BouncePad by stepping "in" it and executing the buildspecial2 command again (this will result in you getting 50 armor units back). The BouncePad is VERY useful for helping you build SGs and MGs in high and hard-to-reach places (something that was not easy for engies before), as well as for quick transportation on a map. Building a Dispenser and a BouncePad next to it is a good idea, because you'll know when an enemy is using your dispenser, and you can then detonate both (using the detdispenser and detspecial2 commands) to do some damage to the enemy long before they may come to your SG and/or MG. Medic Dispenser Upgrade: When a medic touches a normal Dispenser in NeoTF, a rotating red cross will appear over the Dispenser. Now the Dispenser will heal teammates at a rate of 10 health units per second when they come close to it, along with giving out ammo and armor units as it usually would. Also, if snipers go up to it and hit the USE key, (default is E) they will receive Flash Grenades (see the SNIPER section for more info on Flash Grenades). Soldier SAM Launcher Upgrade: When a soldier builds a SAM Launcher, an engineer must touch it to upgrade it so the SAM Launcher will function. See the SOLDIER section for more information on the SAM Launcher. NeoTF Menu: When you execute the togglemenu command as an engineer, the menu looks exactly like this: 1. Build MultiGun 2. Build MG/Check health 3. Build/Dismantle BouncePad 4. Detonate MultiGun(s) 5. Detonate BouncePad 6. Call for Upgrade Note: The upgrade you call for is that of the MultiGun (whether you have one built or not). For info pertaining to the "Call for Upgrade" option, see section 3: Universal commands.
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