ESRB Rating : Mature (Blood and Gore,Strong Language,Intense Violence)
Cheat CodesCheat Rating :
While playing a game, press [Ctrl] + [Alt] + ~ to display the console window.
Then, enter one of the following codes to activate the corresponding cheat function:
Result
Cheat Code
God mode
god
Full weapons and ammunition
give all
Full ammunition for current weapons
give ammo
Armor to 125
give armor
Classic 1995 version
give doom95
Health to 100
give health
All keys
give keys
BFG
give weapon_bfg
Chainsaw
give weapon_chainsaw
Machine gun
give weapon_machinegun
Plasmagun
give weapon_plasmagun
Rocket launcher
give weapon_rocketlauncher
Shotgun
give weapon_shotgun
Spawn indicated item
give [item name]
Spawn a game entity
spawn
Spawn indicated model
spawn [object name]
Play indicated map
map game/ [map
name]
Load a map
map
Switch to indicated weapon slot, regardless if you have a weapon there
_button0
Switch to indicated weapon slot, regardless if you have a weapon there
_button1
Switch to indicated weapon slot, regardless if you have a weapon there
_button2
Switch to indicated weapon slot, regardless if you have a weapon there
_button3
Switch to indicated weapon slot, regardless if you have a weapon there
_button4
Switch to indicated weapon slot, regardless if you have a weapon there
_button5
Switch to indicated weapon slot, regardless if you have a weapon there
_button6
Switch to indicated weapon slot, regardless if you have a weapon there
_button7
Show AAS stats
aasStats
Unknown
addarrow
Adds debug arrow
addarrow
Core to game chat lines
addChatLine
Add debug line
addline
Scale contact friction
af_contactFrictionScale
Force the given friction value
af_forceFriction
Name of the body to highlight
af_highlightBody
Name of the constraint to highlight
af_highlightConstraint
Scale the joint friction
af_jointFrictionScale
Maximum angular velocity
af_maxAngularVelocity:
Maximum linear velocity
af_maxLinearVelocity
Show structures of articulated figures not at rest
af_showActive
Show bodies
af_showBodies
Show body names
af_showBodyNames
Show two bodies constrained by the highlighted constraint
af_showConstrainedBodies
Show constraint names
af_showConstraintNames
Show constraints
af_showConstraints
Show the inertia tensor of each body
af_showInertia
Show joint limits
af_showLimits
Show mass of each body
af_showMass
Show primary constraints only
af_showPrimaryOnly
Show articulated figure CPU usage
af_showTimings
Show the total mass of each articulated figure
af_showTotalMass
Show tree-like structures
af_showTrees
Show velocity of each body
af_showVelocity
Skip friction
af_skipFriction
Skip joint limits
af_skipLimits
Skip self collision detection
af_skipSelfCollision
Test for bodies initially stuck in solid
af_testSolid
Scale time
af_timeScale
Use impulse-based contact friction
af_useImpulseFriction
Use impulse-based joint friction
af_useJointImpulseFriction
Use linear time algorithm for tree-like structures
af_useLinearTime
Use constraint matrix symmetry
af_useSymmetry
Enable blocked fail safe handling
ai_blockedFailSafe
Draw movement information for monsters
ai_debugMove
Display script calls for the specified monster entity number
ai_debugScript
Draw trajectory tests for monsters
ai_debugTrajectory
Draw attack cones for monsters
ai_showCombatNodes
Draw obstacle avoidance information for monsters.
ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player
ai_showObstacleAvoidance 2
Draw path_* entities
ai_showPaths:
Unknown
ai_testPredictPath
Write .AVI for a command demo
aviCmdDemo
Save demo in .AVI format
avidemo
Write .AVI for a demo
aviDemo
Write .AVI for the current game
aviGame
Game benchmark
benchmark
Benchmark
benchmark
Bind command to a key
bind
Bind ragdoll at the current drag position
bindRagdoll
Bind a key, but unbinds it first if there are more than two binds
bindunbindtwo
Blink a debug line
blinkline
Center view
centerview
Check if new version of the game is available
checkNewVersion
Unknown
clear
Clear the console
clear
Clear all lights
clearLights
Drop current weapon
clientDropWeapon
In-game GUI message mode
clientMessageMode
Voice chats
clientVoiceChat
Team voice chats
clientVoiceChatTeam
Close the view showing any notes for this map
closeViewNotes
Cull back facing polygons
cm_backFaceCul
Debug collision detection
cm_debugCollision
Color used to draw the collision models
cm_drawColor
Draw filled polygons
cm_drawFilled
Draw internal edges green
cm_drawInternal
Collision mask
cm_drawMask
Draw polygon and edge normals
cm_drawNormals
Show collision model info
collisionModelInfo
Use ~ to toggle console
com_allowConsole
Sample input from the async thread
com_asyncInput
Mix sound from the async thread
com_asyncSound
Compress saved games
com_compressSaveGame
Force generic platform independent SIMD
com_forceGenericSIMD
Unknown
com_guid
Record journal
com_journal 1
Play back journal
com_journal 2
Set hardware classification to
com_machineSpec
Set hardware classification to not detected,
com_machineSpec -1
Set hardware classification to low quality,
com_machineSpec 0
Set hardware classification to medium quality,
com_machineSpec 1
Set hardware classification to high quality,
com_machineSpec 2
Set hardware classification to ultra quality
com_machineSpec 3
Make a build
com_makingBuild 1
Marker for memory stats
com_memoryMarker
Run one game tick every async thread update
com_preciseTic
Purge everything between level loads
com_purgeAll
Show async network stats
com_showAsyncStats
Show frame rate
com_showFPS
Show framerate
com_showfps 1
Show total and per frame memory usage
com_showMemoryUsage
show sound decoders
com_showSoundDecoders
Skip the renderer completely
com_skipRenderer
Show engine timings
com_speeds
Print time in milliseconds with each console print
com_timestampPrints 1
Print time in seconds with each console print
com_timestampPrints 2
Update the load size after loading a map
com_updateLoadSize
Hold last amount of detected video RAM
com_videoRam
Combine six images for roq compression
combineCubeImages
Compress a demo file
compressDemo
Print on the console but not onscreen when console is displayed
con_noPrint
Time messages displayed when console is displayed
con_notifyTime
Speed at which the console moves
con_speed
[number]
Dump the console text to a file
conDump
Connect to a server
connect
Crashes game
crash
Crash game
crash
Unknown
cvar_restart
Restart the cvar system
cvar_restart
Apply damage to an entity
damage
Launch script debugger
debugger
Print parses
decl_show 1
Print parses and references developer
decl_show
2
Delete selected entity
deleteSelected
Hold [Enter] to zoom view
demoshot
Save screenshot for a demo
demoShot
Load a map in developer mode
devmap
Open directory
dir
List a folder
dir
List a folder with sub-folders
dirtree
Disassembles script
disasmScript
Disables connection for current multi-player game
disconnect
Disconnect from a game
disconnect
Compile map
dmap
Skip to last level
doomhell
Print indicated text
echo [text]
Launch in-game Articulated Figure Editor
editAFs
Launch in-game Declaration Editor
editDecls
Launch GUI Editor
editGUIs
Change lighting
editlight
Launch in-game Light Editor
editLights
Open the in-game editor
editor
Launch level editor Radiant
editor
Launch in-game Particle Editor
editParticles
Launch in-game PDA Editor
editPDAs
Launch in-game Script Editor
editScripts
Change sounds in editor area
editsounds
launch in-game Sound Editor
editSounds
Take an environment shot
envshot
Cause an error
error
Execute a config file
exec
Execute appropriate config files and sets cvars based on
com_machineSpec
execMachineSpec
Exit game
exit
Exit command demo
exitCmdDemo
Export models
exportmodels
Finish the build process
finishBuild
Freeze everything on screen
freeze
Freeze game for indicated number of seconds
freeze [number]
Armor takes this percentage of damage
g_armorProtection [number]
Armor takes this percentage of damage in MP
g_armorProtectionMP [number]
Maintain even teams
g_balanceTDM
Show blood splats, sprays, and gibs
g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics
g_cinematic
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime [number]
Pregame countdown in seconds
g_countDown
[number]
Scale final damage on player by this factor
g_damageScale [number]
Display information on which animations are playing on specified
entity; -1 disables
g_debugAnim [number]
Check for models with bounds over 2048
g_debugBounds
Show decals (bullet holes, etc.)
g_decals
Disassemble script into base/script disasm.txt when script is compiled
g_disasm
Show double vision when taking damage
g_doubleVision
Unknown
g_dragDamping
Allow dragging physics objects around by placing the crosshair over
them and holding [Fire]
Set how low can health get taken in nightmare mode
g_healthTakeLimit [number]
Set how often to take health in nightmare mode
g_healthTakeTime [number]
Control the weapon sway in MP
g_mpWeaponAngleScale
[number]
Show muzzle flashes
g_muzzleFlash [0 or 1]
If nightmare mode is allowed
g_nightmare [0 or
1]
Game password
g_password
[password>
Show dynamic lights on projectiles
g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs)
are yellow, non-dormant are green
g_showActiveEntities
Enable ejected shells from weapon
g_showBrass
Display current frame number for camera when playing cinematics
g_showcamerainfo
Draw boxes around monsters that targeted player
g_showEnemies
Enable shadow of player model
g_showPlayerShadow
Enable display of player hit percentage
g_showProjectilePct
Toggle hit \% to HUD
g_showprojectilepct 1
Draw entities and their targets; hidden entities are gray
g_showTargets
Display current animation and frame number for testmodels.
g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled
triggers are gray.
g_showTriggers
Skip damage and other view effects
g_skipViewEffects
Let spectators talk to everyone during game
g_spectatorChat
Draw arrows over teammates in team deathmatch
g_TDMArrows
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim
with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with
continuous origin, 4 = play anime once
g_testModelAnimate
Number of frames to blend
g_testModelBlend
Test model rotation speed
g_testModelRotate
Test particle visualation; set by the particle editor
g_testParticle
Name of the particle being tested by the particle editor
g_testParticleName
Name of material to draw over screen
g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number
of milliseconds specified
g_timeEntities <number>
scale damage and armor dynamically to keep player alive more often
g_useDynamicProtection
Show available memory
game_memory
Display game class info
game_memory
Cause a game error
gameError
Kick player from multi-player game
gameKick
[name]
Kick indicated player name
gameKick [name]
Print current view position
getviewpos
Display graphics card details
gfxinfo
Show graphics info
gfxInfo
Gametype filter
gui_filter_gameType
Password filter
gui_filter_password
Players filter
gui_filter_players
Send heartbeat to master servers
Heartbeat
Show help
help
Hitch the game
hitch
Show IK debug lines
ik_debug
Enable IK
ik_enable
Name of log file; if empty "qconsole.log" will be used
ilFileName
Set the maximum texture anisotropy if available
image_anisotropy [number]
Maximum MB reserved for temporary loading of full-sized precompressed
images
image_cacheMegs [number]
Maximum KB of precompressed files to read at specification time
image_cacheMinK [number]
See texture MIP usage
image_colorMipLevels
Control texture downsampling
image_downSize
Control normal map downsampling
image_downSizeBump
Control normal map downsample limit
image_downSizeBumpLimit
Control diffuse map downsample limit
image_downSizeLimit
Control specular downsampling
image_downSizeSpecular
Control specular downsampled limit
image_downSizeSpecularLimit
Change texture filtering on mipmapped images
image_filter
Unknown
image_forceDownSize
Ignore high quality setting on materials
image_ignoreHighQuality
Change lod bias on mipmapped images
image_lodbias
If 0, dynamically load all images
image_preload
[0 or 1]
Round bad sizes down to nearest power of two
image_roundDown
If 1, print number of outstanding background loads
image_showBackgroundLoads[0 or 1]
Allow alpha/intensity/luminance luminance+alpha
image_useAllFormats
If 1, do background load image caching
image_useCache [0 or 1]
If 0, force everything to high quality
image_useCompression [0 or 1]
If 2, use rxgb compression for normal maps; if 1, use 256 color
compression for normal maps if available
image_useNormalCompression [0-2]
Write batch file for offline compression of .DDS files
image_useOfflineCompression
Use .DDS files if present
image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging
image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging
image_writeNormalTGAPalletized
Write .DDS files if necessary
image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging
image_writeTGA
Always run (reverse _speed button) in multi-player mode
in_alwaysRun
Angle change scale when holding _speed button
in_anglespeedkey
Look around with mouse (reverse _mlook button)
in_freeLook
Enable mouse input
in_mouse
Pitch change speed when holding _lookUp or _lookDown button
in_pitchspeed
Unknown
in_restart
Restart the input system
in_restart
Yaw change speed when holding _left or _right button
in_yawspeed
Unknown
keeptestmodel
Keep last test model in the game
keepTestModel
Kick client by connection number
kick
Kill current target; suicide if no one is targeted
kill
Kill the player
kill
Kill all monsters in current level
killmonsters
Remove all monsters
killMonsters
Kill all moving enemies
killmoveables
Remove all moveables
killMoveables
Kill all non-moving enemies
killragdolls
Remove all ragdolls
killRagdolls
Scan LAN for servers
LANScan
Show LCP solver failures
lcp_showFailures
List active game entities
listActiveEntities
List articulated figures
listAF
Unknown
listanims
List all animations
listAnims
List audios
listAudios
List key bindings
listBinds
List game classes
listClasses
List commands
listCmds
Unknown
listcollisionmodels
List collision models
listCollisionModels
List cvars
listCvars
List all decls
listDecls
List all keys used by dictionaries
listDictKeys
List all values used by dictionaries
listDictValues
List emails
listEmails
Unknown
listentities
List game entities
listEntities
Lists indicated def file settings
listentitydefs
List entity defs
listEntityDefs
List FX systems
listFX
List game commands
listGameCmds
List GUIs
listGuis
List decl text character frequencies
listHuffmanFrequencies
Unknown
listimages
List images
listImages
Lists indicated def file settings
listlightdefs
Unknown
listlines
List all debug lines
listLines
Unknown
listmaterials
List materials
listMaterials
List model defs
listModelDefs
Unknown
listmodels
List all models
listModels
Unknown
listmodes
List all video modes
listModes
Lists images of monsters
listmonsters
List monsters
listMonsters
List particle systems
listParticles
List PDAs
listPDAs
List the entity defs
listRenderEntityDefs
List renderer commands
listRendererCmds
List the light defs
listRenderLightDefs
List scanned servers
listServers
Unknown
listskins
List skins
listSkins
List sound commands
listSoundCmds
List active sound decoders
listSoundDecoders
Unknown
listsounds
List all sounds
listSounds
Unknown
listsoundshaders
List sound shaders
listSoundShaders
List the spawn args of an entity
listSpawnArgs
List system commands
listSystemCmds
List tables
listTables
Unknown
listthreads
List script threads
listThreads
List tool commands
listToolCmds
List type info
listTypeInfo
Unknown
listvertexcache
List vertex cache
listVertexCache
List videos
listVideos
Load a game
loadGame
Localize GUIs
localizeGuis
Localize maps
localizeMaps
If 1, buffer log; if 2, flush after each print
logFile [1 or 2]
Mouse pitch scale
m_pitch
Show mouse movement
m_showMouseRate
Number of samples blended for mouse viewing
m_smooth
Mouse strafe movement scale
m_strafeScale
Number of samples blended for mouse moving
m_strafeSmooth
Mouse yaw scale
m_yaw
Make an ambient map
makeAmbientMap
Process giant images
MakeMegaTexture
Create memory dump
memoryDump
Create a compressed memory dump
memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if
over 0
mod_validSkins
Unknown
modulatelights
Modify shader parms on all lights
modulateLights
Unknown
nextanim
Show next animation on test model
nextAnim
Show next animation frame on test model
nextFrame
Teleport player to the next func_static with a GUI
nextGUI
Load next map on the server
nextMap
No clipping
noclip
Disable collision detection for the player
noclip
Ignored by most enemies
notarget
Unknown
notarget
Disable player as a target
notarget
Unknown
overlaygui
Print tokenized string
parse
Unknown
parsewait
Unknown
path
List search paths
path
Unknown
playcmddemo
Play back a command demo
playCmdDemo
Unknown
playdemo
Play back a demo
playDemo
Unknown
playermodel
Set the given model on the player
playerModel
[model name]
Milliseconds the player can go without air before damage starts
pm_air [number]
x/y size of player's bounding box
pm_bboxwidth
Unknown
pm_bobpitch
Unknown
pm_bobroll
Unknown
pm_bobup
Bob much faster when crouched
pm_crouchbob
Height of player's bounding box while crouched
pm_crouchheight [number]
Time it takes for player's view to change from standing to crouching
pm_crouchrate [number]
Speed the player can move while crouched
pm_crouchspeed [number]
Height of player's view while crouched
pm_crouchviewheight [number]
Height of player's bounding box while dead
pm_deadheight [number]
Height of player's view while dead
pm_deadviewheight [number]
Approximate height the player can jump
pm_jumpheight [number]
Amount player's view can look down
pm_maxviewpitch
[number]
Amount player's view can look up; negative values are up
pm_minviewpitch [number]
Draw camera from POV of player model; 1 = always, 2 = when dead
pm_modelView [1 or 2]
Speed the player can move while in noclip
pm_noclipspeed [number]
Height of player's bounding box while standing
pm_normalheight [number]
Height of player's view while standing
pm_normalviewheight [number]
Bob faster when running
pm_runbob
Unknown
pm_runpitch
Unknown
pm_runroll
Speed the player can move while running
pm_runspeed [number]
Size of the spectator bounding box
pm_spectatebbox
[number]
Speed the player can move while spectating
pm_spectatespeed [number]
Length of time player can run
pm_stamina
[number]
Rate that player regains stamina; divide pm_stamina by this number to
determine how to fully recharge.
pm_staminarate [number]
When stamina is below this value, player slows to a walk
pm_staminathreshold [number]
Maximum height player can step up without jumping
pm_stepsize [number]
Third person view
pm_thirdPerson
Toggle third person view
pm_thirdperson [0 or
1]
Direction of camera from player in third person in degrees; 0 = behind
player, 180 = in front
pm_thirdPersonAngle [0-180]
Clip third person view into world space
pm_thirdPersonClip
Enable third person view when player dies
pm_thirdPersonDeath
Height of camera from normal view height in third person
pm_thirdPersonHeight [number]
Camera distance from player in third person
pm_thirdPersonRange [number]
Use cylinder approximation instead of bounding box for player collision
detection
pm_usecylinder
Bob slowly when walking
pm_walkbob
Player's walking speed
pm_walkspeed [number]
Unknown
poplight
Remove last created light
popLight
Unknown
prevanim
Show previous animation on test model
prevAnim
Show previous animation frame on test model
prevFrame
Print an articulated figure
printAF
Print an Audio
printAudio
Print an email
printEmail
Print an entity def
printEntityDef
Print an FX system
printFX
Print a material
printMaterial
Unknown
printmode
Print model info
printModel
Print a model def
printModelDefs
Print a particle system
printParticle
Print a PDA
printPDA
Unknown
printshader
Print a skin
printSkin
Print a sound shader
printSoundShader
Print a table
printTable
Print an Video
printVideo
Prompt and set the CD Key
promptKey
Exit game
quit
Quit the game
quit
Change gamma tables
r_brightness
Set brightness level
r_brightness [number]
arbfp1, fp30
r_cgFragmentProfile
arbvp1, vp20, vp30
r_cgVertexProfile
Compare all surface bounds with precalculated ones
r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
r_clear [1, 2, or R G B value]
Custom screen height
r_customHeight [number]
Custom screen width
r_customWidth [number]
Step size of arrow cone line rotation in degrees
r_debugArrowStep [number]
Perform depth test on debug lines
r_debugLineDepthTest
Width of debug lines
r_debugLineWidth [number]
Draw a filled polygon
r_debugPolygonFilled
Used during development to show IHV's their problems
r_demonstrateBug
Optional display refresh rate option for vid mode
r_displayRefresh
Force a call to glFinish() every frame
r_finish
Scale flare deforms from the material def
r_flareSize
Draw all images to screen after registration
r_forceLoadImages
Draw to front buffer for debugging
r_frontBuffer
0 = windowed, 1 = full screen
r_fullscreen [0
or 1]
Change gamma tables
r_gamma
Set gamma level
r_gamma [0-3]
"opengl32", etc.
r_glDriver [value]
Fraction to smear across neighbors
r_hdr_bloomFraction
Maximum light scale
r_hdr_exposure
Monitor gamma power
r_hdr_gamma
Random dither in monitor space
r_hdr_monitorDither
Use a floating point rendering buffer
r_hdr_useFloats
Random debugging without defining new vars
r_ignore
Random debugging without defining new vars
r_ignore2
Ignore GL errors
r_ignoreGLErrors
Ignore the fragment program extension
r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix
r_jitter
Offset of joint names when r_showskel is set to 1
r_jointNameOffset
Size of joint names when r_showskel is set to 1
r_jointNameScale
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Skip MoviesCheat Rating :
Add +disconnect to the shortcut's command line. This may be used in conjunction
with the dev-console activator.
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Jumper gun Not Rated Submitted by : quake king04-Sep-2008, 4:16:59 am
create a marine with a hyperblaster
Spawn_marine_hyperblaster
do the same with a shotgun