Windows :: Quake 4 Cheat Codes
Cheat CodesWhile 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] | g_dragEntity |
| Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. | g_editEntityMode [0-7] |
| Toggle disable buffer file writing for save games | g_flushSave [0 or 1] |
| Display timing information for each game frame | g_frametime |
| Score review time in seconds at end game | g_gameReviewPause |
| Set how much health to take in nightmare mode | g_healthTakeAmt [number] |
| 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 |
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
- Air Defense Trenches: airdefense2
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
- char_kane_strogg
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
- weaponmod_lightninggun_chain
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