NeoTF 1.9.0 Information
Posted: Wed Jan 29, 2020 5:05 am
NeoTF is a server side mod for TFC which adds several specialized skills to each of the nine classes in the game. When you connect to my server, you will notice that a lot of extra models and sounds are downloaded before you join the game, these are required for NeoTF features.
These commands are unique to NeoTF and you will need to bind additional keys to use them.
_special2
buildspecial
buildspecial2
detspecial
detspecial2
+sgcam
sgcam_switch
togglemenu
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.
Here is a link to the full NeoTF FAQ document:
https://gamefaqs.gamespot.com/pc/562917 ... faqs/21920
These commands are unique to NeoTF and you will need to bind additional keys to use them.
_special2
buildspecial
buildspecial2
detspecial
detspecial2
+sgcam
sgcam_switch
togglemenu
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.
Code: Select all
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.
https://gamefaqs.gamespot.com/pc/562917 ... faqs/21920