TeamFortress v2.5


TeamFortress is a new QuakeC patch which radically changes team games. It provides far more incentive for teams to actually work as a team. Each member of the team has unique weapons, items, and abilities, and style of play.

What do you need to know?

Well, the interface is a lot friendlier now, so you can just join in and play around with the various classes until you find one or two you like the most.
Then we suggest you come back and read about those classes in more detail. Most of the weapons have a couple of tricks to them which you should know.
Apart from that, read the excellent FAQ written by Ares of Clan Erinyes, which has lots of help, ranging from item use to good team tactics. A definite must-read.

Player Classes

TeamFortress uses multiple player classes. Whenever a new map is loaded, all players start in Observer mode.
When in Observer mode, players are invisible, and can run around the map watching the action. To get out of Observer Mode, players must choose a class. To choose a class, just pick the class from the on-screen menu. Once a player class is chosen, you cannot change class for the rest of that level, _unless_ the server admin has allowed you to. To change your class in the middle of a game, type in the desired class abbreviation at the console.
The class name abbreviations are as follows:
SCOUT : "scout"
SNIPER : "sniper"
SOLDIER : "soldier"
COMBAT MEDIC : "medic"
PYRO : "pyro"
SPY : "spy"
ENGINEER : "engineer"
RANDOM CLASS : "randompc"
If you are allowed the change class, you will see a message telling you that next time you respawn, you'll be that class.

Class Descriptions


The Scout is the fastest moving class of all, and the lightest armored. He can wear a maximum of 50 green armor.
He only carries the axe, single-barrel shotgun, and the nailgun, and has a low ammo-carrying capability.
His grenade types are Flash and Concussion, both not very useful for damaging enemies, but useful for escaping from enemies.
He is the ideal class for swift recon and flag capturing, and his grenades are a good way to sow confusion among enemy ranks, allowing for easy kills from supporting teammates.
He also carries the Motion Detector:
The scanner draws lines of electricity from the scout towards any moving enemies within the detection distance. The length of the line tells you how far away the enemy is.
The more energy spent, the larger the detection distance. The scout can use preset energy amounts using the scan10, scan30, scan100 aliases, or the scout can specify the exact amount he wants to use. See the Pre-Impulse section below for details on how to do that.
You can toggle detection of friends and enemies using the aliases "scane" and "scanf".
"scan10" : Use the motion detector with 10 cells. "scan30" : Use the motion detector with 30 cells. "scan100" : Use the motion detector with 100 cells.
Other Notes:
A scout can disarm detpacks by simply running over them, although it does take a couple of seconds.
A scout can also detect undercover enemy spies when he comes into contact with them.


The Sniper class moves at a medium speed, and wears as little armor as the Scout: a maximum of 50 green armor.
He carries the axe, nailgun, and Sniper Rifle.
His grenade types are Hand and Flares.
His sniper rifle makes him the ideal class for long-distance defense, but his lack of close-range weaponry means he's got trouble if the opponent should get within range.
Sniper Rifle:
The rifle uses shotgun shells for ammo, and operates in one of two modes:
- Single Shot. With a reload time of 1.5 seconds, this mode is what sniping is all about. One shot from this will kill most players except for a heavily armored soldier or heavy weapons guy.
The longer you aim, the more damage the sniper shot will do.
To aim, just keep holding down the fire button.
When aiming, the view slowly zooms in.
N.B. You can toggle this feature using the "autozoom" command.
- Auto Shot. Although this fire mode does a lot less damage than single shot and uses a lot of ammo, its great for picking off a wounded target, or a fast moving scout.
The other tricky bit about the sniper rifle is that it is a rifle. You can't just snap shot from the hip with it. If you're moving too fast, the rifle simply won't fire.
"autozoom" : Toggle the automatic zooming of the sniper rifle.


The Soldier class is the basis of a TF team. He moves slower than most classes, but makes up for it with the weaponry and armor he carries. He can wear a maximum of 200 red armor.
He uses the axe, the shotgun, the super shotgun, and the rocket launcher. His grenade types are Hand and Nail.
A versatile class, the soldier has no real specialisation... but he's the core of any offensive or defensive squad.


The Demolitions Man moves at medium speed, and wears an average amount of armor. He can wear a maximum of 100 yellow armor.
He uses the axe, the shotgun, and the grenade/pipebomb launcher.
His grenades types are Hand and Mirv.
At close range, the demoman is particularly dangerous... his main weapons are his launcher and hand/mirv grenades, and with them he can clear rooms in seconds. But at long range, he's in trouble.
Due to his speed and weaponry, he's a good offensive class... but with his pipebombs and mirvs, he's often used as the last line of defense.
He carries a dual Grenade/Pipebomb launcher:
The grenade launcher operates as normal.
The pipebomb launcher lobs grenades that don't explode until the demoman wants them to. Lay some pipebombs around, and when you want to detonate them, use the "detpipe" alias.
Pipebombs explode of their own accord after 2 minutes, and when the demoman who set them dies.
Also, due to Quake's limit on the number of entities, there's a limit on the number of pipebombs. It's team based, where each team can only have X number of pipebombs in existence at one time. If another pipebomb is launched, one of the older pipebombs is automatically detonated. The limit varies depending on the server.
And, of course, he carries the Detpack:
This is a large-scale explosive device.
The timer on the Detpack is set by the demoman.
The demoman can use preset timer values using the +det5, +det20, +det50 aliases, or the demoman can specify the exact amount he wants to use. See the Pre-Impulse section below for details on how to do that. It takes 4 seconds to set a detpack, and the demoman cannot move during that time... but at any time, he can stop priming it, retrieve it, and run. To do this, bind a key to one of the detpack aliases.
Then, when you press that key, you'll start setting a detpack.
If you hold down the key for 4 seconds, you'll set the detpack.
While holding down the key, you won't be able to move. But, at any time you can release the key, which will make you stop setting the detpack. Great if you get attacked while trying to set a detpack.
And yes, you will keep your detpack if you stop setting it.
"+det5" : Set the detpack with a 5 second timer.
"+det20" : Set the detpack with a 20 second timer.
"+det50" : Set the detpack with a 50 second timer.
"detpipe" : Detonate your pipebombs.
Other Notes:
The Demoman starts with Blast armor, giving him extra protection against explosions.

Combat Medic

The Combat Medic is a medium speed class with average armor. He can wear a limit of 100 yellow armor.
He uses the medikit/bioweapon, the shotgun, the super shotgun, and the super nailgun.
His grenade types are Hand and Concussion.
A good class in most situations, the medic is good at close or medium range, and packs enough punch to kill any of the lesser-armored classes. A good addition to offensive teams, and an even better addition to defensive groups through his use of the medikit. A great class for clearing out snipers that are pinning a team down.
The medic's axe has two modes: Medikit and BioWeapon.
The medikit has "ammunition" which the medic can replenish by collecting health boxes when he's already at full health.
- In Bioweapon mode, when the medic hits someone with the axe, they will become infected, and begin to lose health. Anyone coming into contact with an infected person also becomes infected, although medics are immune to it.
- In Medikit mode, when the medic hits someone with the axe, he will heal them back to full health, and remove any adverse effects they might be feeling, such as Infection, Concussion, Blindness, Burning, or Hallucination.
If the player hit by the Medikit is already at full health, they'll receive 5 Mega-Health. Every time the medic hits the player he'll bestow an extra 5 Mega-Health, upto a limit of 50 over the player's max health. The Mega-Health slowly disappears over time. The Medic uses up 1 medikit ammo for every 5 Mega-Health he applies.
N.B. On TF net servers, the BioWeapon and Medikit are combined into one weapon, to make it easier to use. When you hit someone with the Medikit/Bioweapon the effects depend on the person you hit: You heal teammates, and you infect enemies.
Other Notes:
The medic heals himself over time, if he has the available medikit ammo.

Heavy Weapons Guy

The Heavy Weapons Guy is the slowest moving and most heavily armored class. He can wear a limit of 250 red armor.
He uses the axe, the shotgun, the super shotgun, and the assault cannon. His grenade types are Hand and Mirv.
An almost purely defensive class, the heavy weapons guy can kill any fully armored enemy with a few seconds of concentrated fire from the assault cannon. Mainly effective in open areas, he can be killed by weaker classes if they've got plenty of cover, due to the time taken for the assault cannon to spin up and down.
Assault Cannon:
It takes 4 cells to power up the assault cannon, and when it begins to fire it eats up shotgun ammo at a frightening rate. Due to the weight and kick of the weapon, the heavy weapons guy must have both feet on the ground to fire it, and cannot move while its spinning.
Also, the longer the weapon is fired, the more unstable the heavy weapon guy's aim becomes.
Other Notes:
Due to his size and armor, the heavy weapons guy is not fazed much by injury. He gets knocked around less.


The Pyro is a medium speed, well armored class.
He can wear a maximum of 150 yellow armor.
He uses the axe, the shotgun, the flamethrower, and the incendiary cannon. His grenade types are Hand and Napalm.
A good support class, the Pyro often finds it hard to kill enemies on his own. Given time, most enemies burn to death, but in that time the Pyro's probably been killed.
Due to his ability to knock chunks off the enemy, the Pyro is a great first line of defense. Any enemy getting past him will almost certainly be half dead.
The flamethrower is a good close range weapon. Anyone hit by it takes damage and catches on fire. The more times they are hit by the flamethrower, the more they'll burn.
It uses cells for ammo.
Incendiary Cannon:
The incendiary cannon looks and works like a standard rocket launcher, albeit with a slightly longer reload time, and the rockets travel slower. When the incendiary rocks explode, they do a little damage to everyone in their area-of-effect, and then sets them on fire.
Good for clearing out sniper nests.
It uses 3 rockets per shot.
Other Stuff:
The Pyro starts with Asbestos armor, giving him extra protection against fire.


The Spy is a medium speed, fairly lightly armored class.
He can wear a maximum of 100 green armor.
He uses a knife, a tranquiliser gun, the super shotgun, and the nailgun. His grenade types are Hand and Hallucogenic.
A fantastic infiltration class, the Spy can often get inside incredibly well defended bases. His limited weaponry make him a weak fighter if the enemy is aware of his presence... but if they're unaware, he can kill them before they can blink.
The knife gives the Spy his ability to work as an Assassin. He does 2x the damage of the axe with it if he hits an enemy in the front, and 6x the damage of the axe if he stabs them in the back.
Tranquiliser Gun:
The tranquiliser gun fires darts coated with a sedative drug. Anyone hit by it suffers a loss in both movement speed and weapon firing speed. It uses shotgun shells for ammo.
The spy's main skill is his ability to go undercover. This does one of two things, depending on the server you're playing on. Server admins choose which method they want to use.
- Spies become invisible when they go undercover. While undercover, he uses up cells slowly, and if he runs out of them, he becomes visible again. While not undercover, he regenerates cells slowly.
- Or, the recommended setting, when Spies go undercover, they change their skin and/or color. This is a more complex setting than the invisibility, but ultimately more fun and allows for more strategy.
If a spy attacks or shoots while undercover, he'll lose his cover.
Other things can force a spy to lose his cover too... they depend upon the map being played. Grabbing a flag usually removes a spies cover.
The spy pretends to die. Note that while you're pretending to be dead, players will still see you move if you look around.
"disguise" : Go undercover.
"feign" : Feign/Un-Feign death
Other Notes:
A Spy can detect undercover enemy spies when he comes into contact with them.


The Engineer is a medium speed, fairly lightly armored class. He can wear a maximum of 50 yellow armor.
He uses a spanner, a railgun, and the super shotgun.
His grenade types are Hand and EMP.
A good defensive class, the engineer works primarily as a support class.
With his ability to repair armor, create ammo, and build structures, the engineer increases the strength of a group of defenders tenfold.
The engineer does most of his work with scrap metal. To an engineer, scrap metal is synonymous with cells. He gets extra metal by collecting backpacks and armor.
The engineer uses the spanner in a two ways:
- If he hits a teammate with the spanner, he'll repair their armor. It costs the engineer 1 metal for every 4 points of armor repaired.
- If he hits a structure he built, he can perform various operations on the structure. These vary based upon the structure, but he'll always be able to Dismantle or Repair the structure.
The railgun fires small nails at extremely high velocities that punch through most things and keep going. It doesn't do a lot of damage, but it makes up for that with its fast rate-of-fire.
It uses nails for ammo.
The engineer's main skill is his ability to make structures. Currently, he can make two different structures:
Sentry Guns
These little beasties a great for defensive support.
They have 3 different levels. The higher the level, the more health the sentry has, and the more ammo it can hold. Also, higher levels have a faster rate-of-fire, and level 3 sentries launch rockets every 3 seconds.
Engineers can reload and upgrade sentries by using the spanner.
Engineers can only have one sentry operational at any one time.
Ammo/Armor Dispensers
These small structures are great for providing ammo for a defensive
group. Over time, ammo and armor is created inside them automatically, although engineers can put ammo or armor into the dispenser by using their spanner.
Anyone else can get ammo/armor from the dispenser by touching it.
Engineers can remotely detonate their structures through the build menu.
"build" : Start building.
Other Notes:
The engineer can create ammo. Use the "dropammo" command to do it. If you attempt to drop ammo that you don't have, you will create it instead, if you have enough metal to do so.

Team Details

TeamFortress can handle upto 4 teams on a map.
When you join a server, if teamplay is on, you'll be asked to join a team.
The map specifies how many teams it will allow, so in some maps you may only be allowed to play 2 or 3 teams.
You can choose your team from the menu, or you can press 5 to use Autoteam, in which case the server will assign you to the team that has the least number of players in it. Jumping while at the Team Menu will also activate Autoteam.

Once you've joined a team, you will be shown a list of players that are already in that team, and the classes they're playing. You will then be asked to choose a class.

Once players join a team they cannot change to another team.
Any player who attempts to change their _pants_ color away from the Team Color will be kicked. Shirt colors can be changed freely.

Team Equalisation

Team Equalisation is compiled into the patch by default.
Basically, it subtely alters the "toughness" of team members based upon how well that team is doing.
The patch calculates how well a team is doing based upon two things:
- The number of players in each team
- The total teamscore of each team
Server admins can set which/both of the two are used.
For each team the patch calculates an equalisation value, and then all damage done by this team is multiplied by that value, and all damage taken is divided by the value.
You can see the values for all teams by using the "query" alias.
N.B. Server admins can also alter the "level" of Team Equalisation.
They can make equalisation a very subtle change, or they can make it so that losing teams are 10 times as tough as winners. If you feel that a server's Equalisation setting is too high/low, take it up with the server admin, not us.


Several new types of grenades now exist, and all classes have access to at least one of them. They are not to be confused with the grenades used by the grenade launcher.
These grenades all work like real grenades... after they're primed, they explode 3 seconds later, regardless of how long you hold onto the grenade after you pull the pin.
There are two aliases used for the grenades:
Which prime and throw grenade types 1 and 2 for your class. Bind a key to each of them. When you press the key, you pull the pin. When you release the key, you throw the grenade.
The grenade types are as follows:
Hand : Hand grenades simply explode. They are twice as powerful as those shot from the grenade launcher.
Flare : Flares aren't really grenades... they do no damage. Simply drop them in dark areas and they'll light them up for a little while.
Concussion : Concussion grenades don't actually hurt anyone, they just blow everyone away from the grenade explosion at a high speed, and then make them woozy.
Flash : Flash grenades do a small amount of damage to everyone in range, and blinds them for a short time.
Nail : Nail grenades are good in large rooms. Instead of detonating, they raise up into the air and hover. They then begin to rotate while firing nails. After doing this for a few seconds they explode like a normal grenade.
Mirv : Mirv grenades are room-clearers. When one explodes, it divides into approximately 15 individual grenades which then explode.
Napalm : When these explode they throw flames out in all directions, setting things, like players, alight.
Hallucinogenic: These explode and emit a large gas cloud, which stays in the area for a short time. Anyone within the cloud takes a small amount of damage and begins to hallucinate. Hallucination wears off over time.
EMP : ElectroMagneticPulse grenades simply wreck or destroy any electrical or explosive items within their range. Backpacks, pipebombs, ammo boxes, players, etc, all explode based upon the amount of explosive ammo they're carrying.

New Commands

To make playing multiple classes easier, there's a command called "special".
This command performs the most appropriate action for the player's current class.
These are:
Scout : Scan using 30 cells. Sniper : Toggle autozoom. Soldier : Reload weapon. Demoman : Detonate pipebombs. Medic : Change to medikit/bioweapon. HvyWeap : Change to assault cannon. Pyro : Change to flamethrower. Spy : Go undercover. Engineer : Build.


To make teamplay over the net easier, there's a command called "id".
This command effectively fires an invisible bullet, and tells you the name of the player it hits, and whether or not he's an enemy. It has the same range as the shotgun, so basically, if you can see a player, you can ID him.
- If you are a medic, and the player you ID is on your team, you'll also be shown a rough estimate of the player's health.
- If you are an engineer, and the player you ID is on your team, you'll also be shown a rough estimate of the player's armor level.
But, everything is different if the player you ID is a spy. When a spy changes color, the patch picks a player on the team that the spy is disguised as. If the spy has changed skin, then it tries to find a player on that team with the same skin. When an enemy ID's the spy, the name reported to the enemy will be the name of the player the spy is pretending to be, not the spy's name. If the spy is pretending to be a player on the same team as the enemy, and the enemy is a medic or engineer, then the enemy will be shown the spy's health or armor. Of course, it is possible for you to ID a player and be told that the player is you... because the spy is pretending to be you :)
You can also ID engineer structures, in which case it'll tell you who built them.


To make medics and engineers more effective, there's a command called "saveme" which other players can use to tell them they need healing or repairing. Players doing this command yell "Medic!" and a large lightning bolt flashes around them. Only medics/engineers on the same team as the player who did the command will see the lightning bolt.
Spies of any team can see it.


This command is only available in Co-Op games. Using the "dropkey" command, players can drop any keys they're carrying so that teammates can pick them up.


You can drop ammo for teammates by using the "dropammo" command. Bind a key to it and press the key. A second later, a menu will appear showing you a list of ammo types. Just select the type you want and you'll drop a box with some of that ammo in it.
Note that once you've learnt the menu, you don't need to wait for it to appear before selecting the ammo type you want to drop.


To make it easier to supply your teammates with ammo, the "discard" alias has been provided. When a player issues the command, he'll drop a backpack containing all the ammo that he cannot use.

New Map Information:

Map Makers can provide a bit of in-game information to players.
Players can read this information using the following aliases:
flaginfo : Display the state of any items the map maker has specified as "flags". In a CTF map, this shows the usual state of the Flags, but in other maps, it might give the status of whatever the map-maker wants.
maphelp : Display some help on the goal of the current map. Only works if the map creator has specified a string.


All basic weapons except the Nailgun and Super Nailgun have clips. When all the ammo in a clip is spent, the weapon is reloaded. This can take anywhere from 1 second for the Shotgun to 4 seconds for the Rocket Launcher. Ammo amounts in the clips varies between weapons.
While reloading, you cannot change weapons.
You can force a reload at any time by using the "reload" alias.
This is good if you've got a few spare seconds, and you've only got one shot left in your rocket launcher clip. The time taken to reload in this manner depends on how many shots you fired in the clip.

Command Summary

inv : Display your inventory
showtf : Display the status of all Toggleflags
special : Do the most appropriate thing for current class.
id : ID the player in your sights.

Class Changing
scout : Change class to Scout
sniper : Change class to Sniper
soldier : Change class to Soldier
demoman : Change class to Demolitions Man
medic : Change class to Combat Medic
hwguy : Change class to Heavy Weapons Guy
pyro : Change class to Pyro
spy : Change class to Spy
engineer : Change class to Engineer
randompc : Change class to Random Class

primeone : Prime a grenade of Type 1
primetwo : Prime a grenade of Type 2
throwgren : Throw whatever grenade you've primed
+gren1 : Bind to a key. Press key primes, release key throws.
+gren2 : Bind to a key. Press key primes, release key throws.

detpipe : Detonate all your pipebombs
reload : Forces a weapon reload
scane : Toggle detection of enemies with the Scanner
scanf : Toggle detection of friendlies with the Scanner
scan10 : Scan using 10 cells
scan30 : Scan using 30 cells
scan100 : Scan using 100 cells

det5 : Set your detpack for 5 seconds
det20 : Set your detpack for 20 seconds
det50 : Set your detpack for 50 seconds
Team Related
showscores : Display Team Scores
showclasses : Display the Classes of your Team Members
query : Display the current Team Equalisation Factors
dropammo : Drops some ammo
discard : Drops all ammo you can't use
saveme : Indicate you need healing/repairing
dropkey : Drops a key (Co-Op only)

Class Specifics
autozoom : Toggle zooming of sniper-rifle (Sniper only)
disguise : Go undercover. (Spy only)
feign : Pretend to die. (Spy only)
build : Build/Detonate a structure. (Engineer only)

Map Specifics
flaginfo : Display the state of the flags.
maphelp : Display some help on the goal of the current map.
Debug Type Stuff
showloc : Shows you your position on the map. Good for map making.

New Rules

Armor Classes:
There are various classes of armor, which protect against various different attack types. Each playerclass is restricted to using only certain types.
There are 5 types:
Kevlar : absorbs 50% damage from Bullets
Blast : absorbs 50% damage from Explosions
Wooden : absorbs 50% damage from Nails
Asbestos: absorbs 50% damage from Fire
Shock : absorbs 50% damage from Electricity
You can find out what class of armor you're wearing using the Inventory command. When you pick up armor, the message displayed will tell you what armor class it is, if any.
It's upto the map designers to put different armor types into their maps.
Player Pushing:
You can push players who are on your own team. You can do this by simply walking into them. You'll push them back slowly. The only real advantage of this comes from the fact that anyone with a flag pushes much harder. So if an idiot teammate blocks your way when you're running home with the flag, you can push him outta the way :)
Class Changing:
By default, once players have chosen a class, they can't change again. The server can allow players to change classes during a game by setting the deathmatch variable to 3.

Status Bar

Players can turn on a status bar which displays various game details, such as the team scores and the number of shots left in your clip, as well as specific class details, such as your current skin/color if you're a spy.
The commands to use it are:
This turns the status bar on. If it's already on, it toggles the status bar between two positions. The two positions are designed to put the status bar at the right place on your screen, depending on how you have your console. If you play with no or half console, you want position 2, and if you play with full console you want position 1.
Turns the status bar off.
"sbar_200" "sbar_240" "sbar_300" "sbar_350" "sbar_384" "sbar_400" "sbar_480" "sbar_600" "sbar_768"
These commands tell the status bar which screen resolution you're running in, so it knows where to put itself. The res you want to use is the one that corresponds to the Y value in the res you run quake in.
e.g. if you run quake in 320x200, use "sbar_200"
But, in QuakeWorld there's a much better way to set your status bar position. Edit the config.cfg file in your quake\fortress directory and put in the following lines:
setinfo sbar_size [position]
setinfo sbar_res [resolution]


[position] is either 1, 2, or 3. The position you should use depends on how much of a console you use:
1 : Full Console
2 : Half or No Console
[resolution] is either 200, 240, 300, 350, 384, 400, 480, 600, or 768. It should correspond to the Y value of the res you run quake in.
Then, whenever you connect to a QW TF server, it'll automatically turn on the status bar with these settings.

For example, I run quake in 320x240, with half the console up. In my config.cfg, I've got these two lines:
setinfo sbar_size 2
setinfo sbar_res 240
These commands only work in QuakeWorld.

Game Settings

Various options can be set by the server, and will come into effect when the server next changes level. For details on how to change them, see the server.htm and qwserver.htm files.
The options at the moment are:
Class Persistance On/Off
This option allows you to turn on Class persistance between levels. E.g. If it's on, when you go to a new level each player will stay the same class they were in the last level.
This option is automatically turned on in a Co-Op game.
Cheat Checking On/Off
This option toggles whether you want speed checking of players in an attempt to catch people tinkering with their maxspeed. It's not an elegant way of checking, and is by no mean foolproof, so you may wish to turn it off. If you're playing with friends, turn it off and save some of the server's computing time. If you're playing on the net, you might want to leave it on. It's better than nothing :)
AutoTeam On/Off
When on, AutoTeam will automatically assign players to the team with the least number of people in it, when the player chooses his/her class.
Respawn Delay
When on, players who die cannot respawn for 5 seconds. Suiciding players cannot respawn for 10 seconds.
TeamFrags On/Off
When On, this toggleflag makes each player's frag count equal to the number of points his/her team has. Using TAB key you can then see how each team is going.
SpyInvis On/Off
When On, spies become invisible when they go undercover. When Off, spies can change their color/skin when they go undercover.
Grapple On/Off
When On, players have access to the Grappling Hook.


A Pre-Impulse is an impulse which must be used before another impulse.
The second impulse can then be interpreted in a different way.
There are only two pre-impulses being used:
Scanner Pre-Impulse: 159
Detpack Pre-Impulse: 168
An example of how to use them:
The scout's Motion Detector has a Pre-Impulse of 159. You specify the amount of energy you want to spend on the scan with an impulse after it. So if you wanted to use 50 energy to scan, you would do Impulse 159 followed by Impulse 50. The recommended way to do this is to bind a key to an alias. In the console, you could do this:
alias scan_50 "impulse 159; wait; impulse 50"
bind S scan_50
This would make 'S' do a scan using 50 energy.
Note that Pre-Impulses don't work reliably over high-lag connections.
There are already aliases created for all Pre-Impulses, but you might to make your own, for different time/energy usages.

Other Features

CTF Support

TeamFortress supports CTF maps. If you load any CTF map into a server running TF, it'll look and play almost identical to CTF, except you've got all the usual TF classes, weapons, etc.
You can use the normal impulses for hook and flag info, just like CTF.

Servers with this Code

If you run a TF server, make sure you read the text files on how to run the server with the options you want.
Read the server.htm file if you're running a LAN or Normal Quake Net server. Read the qwserver.htm if you're running a QuakeWorld server.
And if you want to really tweak the guts of TeamFortress, changing the code is the way to do it. But, before you start doing that, _please_ read the options.qc carefully.
That file contains all the compilable options we've got in TF. A lot of things that servers like to tweak is #defined in there, so you can change it easily.
Before compiling the code, make sure that you're compiling for QuakeWorld if you're running a QuakeWorld server.

A Note on the multiple TF Versions

There are essentially 4 different versions of TF:
This is the base version. It's run when you play a single player game on your home computer. Because there's no limitations on bandwidth, limits on the number of flames, pipebombs, etc, are very lax.
This is the progs.dat in the root directory of the TF zip.
Internet TF
This version has much the same functionality as the LAN version, but with tighter reins on the number of entities existing, to cut down on lag. Pyros cannot lay flames on the floor and walls like they can in LAN. The limit on the number of pipebombs is much lower.
Many other changes, all along the same line... keep that lag down.
This is the progs.dat in the \altprogs directory of the TF zip.
QuakeWorld TF
This version works like the Internet TF does, but with a lot of extra functionality that only QuakeWorld allows. QuakeWorld servers are more customizable due to the serverinfo capability.
This is the qwprogs.dat in the root directory of the TF zip.
LAN QuakeWorld TF
This is the LAN version compiled for QuakeWorld. It has all the LAN features and the QuakeWorld features.
This is the qwprogs.dat in the \altprogs directory of the TF zip.
Each of these versions are produced from the same source code. Before compiling, comment out the appropriate lines in the options.qc file to select the version you want to compile to.

Copyright and Distribution

Authors may use this code for the basis of other freeware quakec code, but not for any for-profit code, such as modification of this patch for the purpose of running it on a commercial Quake Server.
You may distribute this patch in any electronic format as long as this textfile remains unmodified and all of the files in the archive are present, and as long as no charge is made for it.
You may _not_ include this patch on any Quake compilation CD without the express permission of the authors.
Non-Commercial Quake Servers are free to run this patch, but it'd be nice in you mailed us and mentioned that you are.


Web Sites

TeamFortress Software's Homepage:

TeamFortress Maps can be found on our www site, or in the directory:

Mailing Lists

TeamFortress Map Makers List
Moderated list for discussions/questions on TF's map code.
- To join, mail: with a subject of "subscribe".
- Then, to post to it, mail:

TeamFortress Administrators List
UnModerated list for discussions/questions on running a TF server.
- To join, mail: with a subject of "subscribe".
- Then, to post to it, mail:

TeamFortress General List
Moderated list for discussions/questions/suggestions/etc on TF itself.
- To join, mail: with a subject of "subscribe".
- Then, to post to it, mail:

TF Facts you didn't know you didn't know

- Version 1.0 of TF was released on the 25th of July, 1996, making TF almost a year old. As far as we know, we're the oldest patch still being worked on (?)
- The "saveme" command's wav files are Ian's voice. Several of our friends have now quit TF forever because they're sick of Ian yelling in their ears everytime they play.
- The "dartgun.wav" file is in fact a mix of Morning-Fresh Dishwashing Detergent, a screwdriver, a mousepad, and Ian breathing heavily into a pen.
- The promo dem file was cut together from 14 meg of raw footage, spread across 84 separately recorded demos. To create the final demo file, the raw footage was cut a total of 127 times. This one big demo file was then cut and spliced 207 times to create the finished promo.
Filming was done using the camera code built into TF.
Editing was done using Film-At-11, written by Eric Stern, and Demo Operator, written by Robin Walker.


TeamFortress was written by TeamFortress Software.
TFS currently consists of 6 people:
Robin "Bro" Walker - Designer & Coder
John "Jojie" Cook - Designer, Coder & Map Maker
Ian "Scuba" Caughley - Designer, Coder, Modeller, & Texturer
Antony "Examiner" Suter - Coder
Jamie "TyR" Mactaggert - Map maker
Damian "Shitscab" Scott - Scriptwriter

The skins for 90% of the classes were done by:
Peter Wilson, Nick Wilson.

The Pyro class was largely designed and coded by:
Alexandre Brouaux (

Some of the code for TeamFortress was influenced by other people's:
Mirv Grenade code was influenced by code from Steve Bond (
Pipebomb code was influenced by code from AsmodeusB (
Status Bar code was influenced by code from Zoid (
Scout Scanner was influenced by Requiem (

We were also helped by an enormous number of people over the 11 months this patch has been worked on. We're sorry, but there's just too many to list, and since we'd certainly miss some of those that deserve it, we don't want to try.
But, we would like to say thanks to everyone on the TF mailing list who've helped with the final versions of 2.5, and to everyone who mailed us bug reports.
And finally, we'd like to thank every TF server out there for supporting our patch, and for putting up with all the betas.

TFS members can usually be found on QW servers around Australia, usually on GamesOnline servers. We also hang around in #quake and #melbquake on Oznet.

TEAMFORTRESS v2.5 Final Release 13/6/97
TeamFortress Software Pty. Ltd.
Company WWW:
TF Web Site: