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Cheat mode:
Press the [Left Ctrl] + [Alt] + ~ (tilde) during the game play to
display the console window. Note: The ## - means numbers.
Effect - Code:
Add debug line - addline
Adds debug arrow - addarrow
All keys - give keys
Always run (reverse _speed button) in multi-player mode - in_alwaysRun
Amount player's view can look down - pm_maxviewpitch ##
Angle change scale when holding _speed button - in_anglespeedkey
Apply damage to an entity - damage
Approximate height the player can jump - pm_jumpheight ##
arbfp1, fp30 - r_cgFragmentProfile
arbvp1, vp20, vp30 - r_cgVertexProfile
Armor takes this percentage of damage - g_armorProtection ##
Armor takes this percentage of damage in MP - g_armorProtectionMP ##
Armor to 125 - give armor
Benchmark - benchmark
BFG - give weapon_bfg
Bind command to a key - bind
Blink a debug line - blinkline
Bob faster when running - pm_runbob
Bob much faster when crouched - pm_crouchbob
Bob slowly when walking - pm_walkbob
Cause a game error - gameError
Cause an error - error
Center view - centerview
Chainsaw - give weapon_chainsaw
Change gamma tables - r_brightness
Change gamma tables - r_gamma
Change lighting - editlight
Change lod bias on mipmapped images - image_lodbias
Change sounds in editor area - editsounds
Change texture filtering on mipmapped images - image_filter
Check for models with bounds over 2048 - g_debugBounds
Classic 1995 version - give doom95
Clear all lights - clearLights
Clear the console - clear
Clip third person view into world space - pm_thirdPersonClip
Collision mask - cm_drawMask
Compile map - dmap
Compress a demo file - compressDemo
Compress saved games - com_compressSaveGame
Connect to a server - connect
Control diffuse map downsample limit - image_downSizeLimit
Control normal map downsample limit - image_downSizeBumpLimit
Control normal map downsampling - image_downSizeBump
Control specular downsampled limit - image_downSizeSpecularLimit
Control specular downsampling - image_downSizeSpecular
Control texture downsampling - image_downSize
Control the weapon sway in MP - g_mpWeaponAngleScale ##
Core to game chat lines - addChatLine
Crash game - crash
Crashes game - crash
Create a compressed memory dump - memoryDumpCompressed
Create memory dump - memoryDump
Cull back facing polygons - cm_backFaceCul
Custom screen height - r_customHeight ##
Custom screen width - r_customWidth ##
Debug collision detection - cm_debugCollision
Delete selected entity - deleteSelected
Disable collision detection for the player - noclip
Disable player as a target - notarget
Disables connection for current multi-player game - disconnect
Disassembles script - disasmScript
Disconnect from a game - disconnect
Display AAS stats - aasStats
Display all the level images - r_showMegaTexture
Display articulated figure CPU usage - af_showTimings
Display async network stats - com_showAsyncStats
Display available memory - game_memory
Display blood splats, sprays, and gibs - g_bloodEffects
Display bodies - af_showBodies
Display body names - af_showBodyNames
Display collision model info - collisionModelInfo
Display constraint names - af_showConstraintNames
Display constraints - af_showConstraints
Display double vision when taking damage - g_doubleVision
Display dynamic lights on projectiles - g_projectileLights
Display engine timings - com_speeds
Display frame rate - com_showFPS
Display framerate - com_showfps 1
Display game class info - game_memory
Display graphics card details - gfxinfo
Display graphics info - gfxInfo
Display help - help
Display IK debug lines - ik_debug
Display joint limits - af_showLimits
Display LCP solver failures - lcp_showFailures
Display light scissor rectangles - r_showLightScissors
Display mass of each body - af_showMass
Display mouse movement - m_showMouseRate
Display muzzle flashes - g_muzzleFlash [0 or 1]
Display next animation frame on test model - nextFrame
Display next animation on test model - nextAnim
Display previous animation frame on test model - prevFrame
Display previous animation on test model - prevAnim
Display primary constraints only - af_showPrimaryOnly
Display sound decoders - com_showSoundDecoders
Display the inertia tensor of each body - af_showInertia
Display timing information for each game frame - g_frametime
Display total and per frame memory usage - com_showMemoryUsage
Display tree-like structures - af_showTrees
Display velocity of each body - af_showVelocity
Do not draw any occluders - r_sb_noShadows
Draw a filled polygon - r_debugPolygonFilled
Draw attack cones for monsters - ai_showCombatNodes
Draw colored blocks in each tile - r_showMegaTextureLabels
Draw filled polygons - cm_drawFilled
Draw internal edges green - cm_drawInternal
Draw offscreen - r_sb_usePbuffer
Draw only a specific level - r_megaTextureLevel
Draw polygon and edge normals - cm_drawNormals
Draw the sil edges - r_showEdges
Draw trajectory tests for monsters - ai_debugTrajectory
Draw wireframe normals - r_showNormals
Drop current weapon - clientDropWeapon
Dump the console text to a file - conDump
Enable blocked fail safe handling - ai_blockedFailSafe
Enable display of player hit percentage -g_showProjectilePct
Enable ejected shells from weapon - g_showBrass
Enable IK - ik_enable
Enable mouse input - in_mouse
Enable shadow of player model - g_showPlayerShadow
Enable shadows - r_shadows
Enable third person view when player dies - pm_thirdPersonDeath
Execute a config file - exec
Exit command demo - exitCmdDemo
Exit game - exit
Exit game - quit
Export models - exportmodels
Finish the build process - finishBuild
Force the given friction value - af_forceFriction
Fraction to smear across neighbors - r_hdr_bloomFraction
Freeze everything on screen - freeze
Freeze game for indicated number of seconds - freeze ##
Full ammunition for current weapons - give ammo
Full weapons and ammunition - give all
Game benchmark - benchmark
Game password - g_password [password>
Gametype filter - gui_filter_gameType
God mode - god
Health to 100 - give health
Height of player's bounding box while dead - pm_deadheight ##
Height of player's view while crouched - pm_crouchviewheight ##
Height of player's view while dead - pm_deadviewheight ##
Height of player's view while standing - pm_normalviewheight ##
Hitch the game - hitch
Hold [Enter] to zoom view - demoshot
If nightmare mode is allowed - g_nightmare [0 or 1]
Ignore GL errors - r_ignoreGLErrors
Ignore the fragment program extension - r_inhibitFragmentProgram
Ignored by most enemies - notarget
In-game GUI message mode - clientMessageMode
Keep last test model in the game - keepTestModel
Kick client by connection number - kick
Kick indicated player name - gameKick [name]
Kick player from multi-player game - gameKick [name]
Kill all monsters in current level - killmonsters
Kill all moving enemies - killmoveables
Kill all non-moving enemies - killragdolls
Kill current target; suicide if no one is targeted - kill
Kill the player - kill
Launch GUI Editor - editGUIs
Launch in-game Articulated Figure Editor - editAFs
Launch in-game Declaration Editor - editDecls
Launch in-game Light Editor - editLights
Launch in-game Particle Editor - editParticles
Launch in-game PDA Editor - editPDAs
Launch in-game Script Editor - editScripts
Launch in-game Sound Editor - editSounds
Launch level editor Radiant - editor
Launch script debugger - debugger
Length of time player can run - pm_stamina ##
List a folder - dir
List a folder with sub-folders - dirtree
List active game entities - listActiveEntities
List active sound decoders - listSoundDecoders
List all animations - listAnims
List all debug lines - listLines
List all decls - listDecls
List all keys used by dictionaries - listDictKeys
List all models - listModels
List all sounds - listSounds
List all values used by dictionaries - listDictValues
List all video modes - listModes
List articulated figures - listAF
List audios - listAudios
List collision models - listCollisionModels
List commands - listCmds
List cvars - listCvars
List decl text character frequencies - listHuffmanFrequencies
List emails - listEmails
List entity defs - listEntityDefs
List FX systems - listFX
List game classes - listClasses
List game commands - listGameCmds
List game entities - listEntities
List GUIs - listGuis
List images - listImages
List key bindings - listBinds
List materials - listMaterials
List model defs - listModelDefs
List monsters - listMonsters
List particle systems - listParticles
List PDAs - listPDAs
List renderer commands - listRendererCmds
List scanned servers - listServers
List script threads - listThreads
List search paths - path
List skins - listSkins
List sound commands - listSoundCmds
List sound shaders - listSoundShaders
List system commands - listSystemCmds
List tables - listTables
List the entity defs - listRenderEntityDefs
List the light defs - listRenderLightDefs
List the spawn args of an entity - listSpawnArgs
List tool commands - listToolCmds
List type info - listTypeInfo
List vertex cache - listVertexCache
List videos - listVideos
Lists images of monsters - listmonsters
Lists indicated def file settings - listentitydefs
Lists indicated def file settings - listlightdefs
Load a game - loadGame
Load a map - map
Load a map in developer mode - devmap
Load next map on the server - nextMap
Localize GUIs - localizeGuis
Localize maps - localizeMaps
Look around with mouse (reverse _mlook button) - in_freeLook
Machine gun - give weapon_machinegun
Maintain even teams - g_balanceTDM
Make a build - com_makingBuild 1
Make an ambient map - makeAmbientMap
Marker for memory stats - com_memoryMarker
Maximum angular velocity - af_maxAngularVelocity:
Maximum light scale - r_hdr_exposure
Maximum linear velocity - af_maxLinearVelocity
Mix sound from the async thread - com_asyncSound
Modify shader parms on all lights - modulateLights
Monitor gamma power - r_hdr_gamma
Mouse pitch scale - m_pitch
Mouse strafe movement scale - m_strafeScale
Mouse yaw scale - m_yaw
Name of material to draw over screen - g_testPostProcess
Name of the body to highlight - af_highlightBody
Name of the constraint to highlight - af_highlightConstraint
Near Z clip plane distance - r_near
No clipping - noclip
Number of antialiasing samples - r_multiSamples
Number of frames to blend - g_testModelBlend
Number of frames to emit GL logs - r_logFile
Number of samples blended for mouse moving - m_strafeSmooth
Number of samples blended for mouse viewing - m_smooth
Open directory - dir
Open the in-game editor - editor
Override all materials - r_materialOverride
Password filter - gui_filter_password
Perform depth test on debug lines - r_debugLineDepthTest
Plasmagun - give weapon_plasmagun
Play back a command demo - playCmdDemo
Play back a demo - playDemo
Play back journal - com_journal 2
Play indicated map - map [map name]
Players filter - gui_filter_players
Player's walking speed - pm_walkspeed ##
Polygon offset parameter - r_offsetfactor
Polygon offset parameter - r_offsetunits
Pregame countdown in seconds - g_countDown ##
Print a material - printMaterial
Print a model def - printModelDefs
Print a particle system - printParticle
Print a PDA - printPDA
Print a skin - printSkin
Print a sound shader - printSoundShader
Print a table - printTable
Print an articulated figure - printAF
Print an Audio - printAudio
Print an email - printEmail
Print an entity def - printEntityDef
Print an FX system - printFX
Print an Video - printVideo
Print current view position - getviewpos
Print frame memory utilization - r_showMemory
Print indicated text - echo [text]
Print model info - printModel
Print parses - decl_show 1
Print parses and references developer - decl_show 2
Print tokenized string - parse
Process giant images - MakeMegaTexture
Prompt and set the CD Key - promptKey
Purge everything between level loads - com_purgeAll
Quit the game - quit
Random dither in monitor space - r_hdr_monitorDither
Record journal - com_journal 1
Remove all monsters - killMonsters
Remove all moveables - killMoveables
Remove all ragdolls - killRagdolls
Remove last created light - popLight
Report alloc/free counts - r_showAlloc
Report sphere and box culling stats - r_showCull
Restart the cvar system - cvar_restart
Restart the input system - in_restart
Rocket launcher - give weapon_rocketlauncher
Sample input from the async thread - com_asyncInput
Save demo in .AVI format - avidemo
Save screenshot for a demo - demoShot
Scale contact friction - af_contactFrictionScale
Scale factor for jitter offset - r_sb_jitterScale
Scale final damage on player by this factor - g_damageScale ##
Scale the joint friction - af_jointFrictionScale
Scale time - af_timeScale
Scan LAN for servers - LANScan
Score review time in seconds at end game - g_gameReviewPause
See texture MIP usage - image_colorMipLevels
Send heartbeat to master servers - Heartbeat
Set brightness level - r_brightness ##
Set gamma level - r_gamma [0-3]
Set how low can health get taken in nightmare mode - g_healthTakeLimit ##
Set how much health to take in nightmare mode - g_healthTakeAmt ##
Set how often to take health in nightmare mode - g_healthTakeTime ##
Set the given model on the player - playerModel [model name]
Shotgun - give weapon_shotgun
Size of the spectator bounding box - pm_spectatebbox ##
Skip damage and other view effects - g_skipViewEffects
Skip friction - af_skipFriction
Skip joint limits - af_skipLimits
Skip self collision detection - af_skipSelfCollision
Skip the renderer completely - com_skipRenderer
Skip to last level - doomhell
Spawn indicated item - give [item name]
Speed at which the console moves - con_speed ##
Speed the player can move while crouched - pm_crouchspeed ##
Speed the player can move while in noclip - pm_noclipspeed ##
Speed the player can move while running - pm_runspeed ##
Speed the player can move while spectating - pm_spectatespeed ##
Take an environment shot - envshot
Team voice chats - clientVoiceChatTeam
Test model rotation speed - g_testModelRotate
Third person view - pm_thirdPerson
Toggle disable buffer file writing for save games - g_flushSave [0 or 1]
Toggle hit % to HUD - g_showprojectilepct 1
Toggle third person view - pm_thirdperson [0 or 1]
Unknown - cvar_restart
Use .DDS files if present - image_usePrecompressedTextures
Use ~ to toggle console - com_allowConsole
Use a floating point rendering buffer - r_hdr_useFloats
Use constraint matrix symmetry - af_useSymmetry
Use impulse-based contact friction - af_useImpulseFriction
Use impulse-based joint friction - af_useJointImpulseFriction
Video mode number - r_mode
Voice chats - clientVoiceChat
Width of debug lines - r_debugLineWidth ##
Write .AVI for a command demo - aviCmdDemo
Write .AVI for a demo - aviDemo
Write .AVI for the current game - aviGame
Write .DDS files if necessary - image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging - image_writeTGA
x/y size of player's bounding box - pm_bboxwidth
Yaw change speed when holding _left or _right button - in_yawspeed
Map names:
Use one of the following values with the "map game/ [map name]" code:
Air Defense Base: airdefense1
Air Defense Trenches: airdefense2
Aqueducts: convoy2
Aqueducts Annex: convoy2b
Canyon: convoy1
Construction Zone: walker
Data Networking Security: network2
Data Networking Terminal: network1
Data Processing Security: process2
Data Storage Security: storage2
Dispersal Facility: dispersal
Game/process1: process1
Game/storage1: storage1
Hangar Perimeter: hangar1
Interior Hangar: hangar2
MCC Landing Site: mcc_landing
Nexus Core: core1
Nexus Hub: hub2
Nexus Hub Tunnels: hub1
Operation: Advantage: mcc_1
Operation: Last Hope: mcc_2
Perimeter Defense Station: building_b
Putrification Center: putra
Recomposition Center: recomp
Strogg Medical Facilities: medlabs
The Nexus: core2
Tram Hub Station: tram1
Tram Rail: tram1b
Waste Processing Facility: waste
Model names:
Use one of the following values with the "spawn [object name]" code:
char_doctor
char_kane_strogg
char_marine
char_marine_fatigues
char_marine_medic
char_marine_tech_armed
monster_berserker
monster_bossbuddy
monster_failed_transfer
monster_fatty
monster_gladiator
monster_grunt
monster_gunner
monster_harvester_combat
monster_iron_maiden
monster_makron
monster_network_guardian
monster_repair_bot
monster_scientist
monster_sentry
monster_slimy_transfer
Weapon mod names:
Use one of the following values with the "spawn [object name]" code. Note: You
must already have the base weapon for the mod for it to be of any use (enable
the "give all" code first if needed).
weaponmod_hyperblaster_bounce1
weaponmod_lightninggun_chain
weaponmod_machinegun_ammo
weaponmod_nailgun_ammo
weaponmod_nailgun_power
weaponmod_nailgun_rof
weaponmod_nailgun_seek
weaponmod_railgun_penetrate
weaponmod_rocketlauncher_burst
weaponmod_rocketlauncher_homing
weaponmod_shotgun_ammo
Skip intermission sequences:
Start the game with the +disconnect command line parameter.
Symbols in names in multi-player mode:
Enter the following in your multi-player mode name to create the
indicated symbol.
Shotgun: ^iw02
Rocket Launcher: ^iw06
Rail Gun: ^iw07
Nail Gun: ^iw05
Machine Gun: ^iw01
Lightning Gun: ^iw08
Hyper Blaster: ^iw03
Grenade Launcher: ^iw04
Gauntlet: ^iw00
Dark Matter Gun: ^iw09
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