Windows :: Quake 4 Cheat Codes

Cheat Codes
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 modegod
Full weapons and ammunitiongive all
Full ammunition for current weaponsgive ammo
Armor to 125give armor
Classic 1995 versiongive doom95
Health to 100give health
All keys give keys
BFGgive weapon_bfg
Chainsawgive weapon_chainsaw
Machine gungive weapon_machinegun
Plasmagungive weapon_plasmagun
Rocket launchergive weapon_rocketlauncher
Shotgungive weapon_shotgun
Spawn indicated itemgive [item name]
Spawn a game entityspawn
Spawn indicated modelspawn [object name]
Play indicated mapmap game/ [map name]
Load a mapmap
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 statsaasStats
Unknownaddarrow
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Add debug lineaddline
Scale contact frictionaf_contactFrictionScale
Force the given friction valueaf_forceFriction
Name of the body to highlightaf_highlightBody
Name of the constraint to highlightaf_highlightConstraint
Scale the joint frictionaf_jointFrictionScale
Maximum angular velocityaf_maxAngularVelocity:
Maximum linear velocityaf_maxLinearVelocity
Show structures of articulated figures not at restaf_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show two bodies constrained by the highlighted constraintaf_showConstrainedBodies
Show constraint namesaf_showConstraintNames
Show constraintsaf_showConstraints
Show the inertia tensor of each bodyaf_showInertia
Show joint limitsaf_showLimits
Show mass of each bodyaf_showMass
Show primary constraints onlyaf_showPrimaryOnly
Show articulated figure CPU usageaf_showTimings
Show the total mass of each articulated figureaf_showTotalMass
Show tree-like structuresaf_showTrees
Show velocity of each bodyaf_showVelocity
Skip frictionaf_skipFriction
Skip joint limitsaf_skipLimits
Skip self collision detectionaf_skipSelfCollision
Test for bodies initially stuck in solidaf_testSolid
Scale timeaf_timeScale
Use impulse-based contact frictionaf_useImpulseFriction
Use impulse-based joint frictionaf_useJointImpulseFriction
Use linear time algorithm for tree-like structuresaf_useLinearTime
Use constraint matrix symmetryaf_useSymmetry
Enable blocked fail safe handlingai_blockedFailSafe
Draw movement information for monstersai_debugMove
Display script calls for the specified monster entity numberai_debugScript
Draw trajectory tests for monstersai_debugTrajectory
Draw attack cones for monstersai_showCombatNodes
Draw obstacle avoidance information for monsters.ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and playerai_showObstacleAvoidance 2
Draw path_* entitiesai_showPaths:
Unknownai_testPredictPath
Write .AVI for a command demoaviCmdDemo
Save demo in .AVI formatavidemo
Write .AVI for a demoaviDemo
Write .AVI for the current gameaviGame
Game benchmarkbenchmark
Benchmarkbenchmark
Bind command to a keybind
Bind ragdoll at the current drag positionbindRagdoll
Bind a key, but unbinds it first if there are more than two bindsbindunbindtwo
Blink a debug lineblinkline
Center viewcenterview
Check if new version of the game is availablecheckNewVersion
Unknownclear
Clear the consoleclear
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this mapcloseViewNotes
Cull back facing polygonscm_backFaceCul
Debug collision detectioncm_debugCollision
Color used to draw the collision modelscm_drawColor
Draw filled polygonscm_drawFilled
Draw internal edges greencm_drawInternal
Collision maskcm_drawMask
Draw polygon and edge normalscm_drawNormals
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Compress saved gamescom_compressSaveGame
Force generic platform independent SIMDcom_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
Set hardware classification tocom_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 qualitycom_machineSpec 3
Make a buildcom_makingBuild 1
Marker for memory statscom_memoryMarker
Run one game tick every async thread updatecom_preciseTic
Purge everything between level loadscom_purgeAll
Show async network statscom_showAsyncStats
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
show sound decoderscom_showSoundDecoders
Skip the renderer completelycom_skipRenderer
Show engine timingscom_speeds
Print time in milliseconds with each console printcom_timestampPrints 1
Print time in seconds with each console printcom_timestampPrints 2
Update the load size after loading a mapcom_updateLoadSize
Hold last amount of detected video RAMcom_videoRam
Combine six images for roq compressioncombineCubeImages
Compress a demo filecompressDemo
Print on the console but not onscreen when console is displayedcon_noPrint
Time messages displayed when console is displayedcon_notifyTime
Speed at which the console movescon_speed [number]
Dump the console text to a fileconDump
Connect to a serverconnect
Crashes gamecrash
Crash gamecrash
Unknowncvar_restart
Restart the cvar systemcvar_restart
Apply damage to an entitydamage
Launch script debuggerdebugger
Print parsesdecl_show 1
Print parses and references developerdecl_show 2
Delete selected entitydeleteSelected
Hold [Enter] to zoom viewdemoshot
Save screenshot for a demodemoShot
Load a map in developer modedevmap
Open directorydir
List a folderdir
List a folder with sub-foldersdirtree
Disassembles scriptdisasmScript
Disables connection for current multi-player gamedisconnect
Disconnect from a gamedisconnect
Compile mapdmap
Skip to last leveldoomhell
Print indicated textecho [text]
Launch in-game Articulated Figure EditoreditAFs
Launch in-game Declaration EditoreditDecls
Launch GUI EditoreditGUIs
Change lightingeditlight
Launch in-game Light EditoreditLights
Open the in-game editoreditor
Launch level editor Radianteditor
Launch in-game Particle EditoreditParticles
Launch in-game PDA EditoreditPDAs
Launch in-game Script EditoreditScripts
Change sounds in editor areaeditsounds
launch in-game Sound EditoreditSounds
Take an environment shotenvshot
Cause an errorerror
Execute a config fileexec
Execute appropriate config files and sets cvars based on com_machineSpecexecMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Export modelsexportmodels
Finish the build processfinishBuild
Freeze everything on screenfreeze
Freeze game for indicated number of secondsfreeze [number]
Armor takes this percentage of damageg_armorProtection [number]
Armor takes this percentage of damage in MPg_armorProtectionMP [number]
Maintain even teamsg_balanceTDM
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematicsg_cinematic
Set seconds to allow game to run when skipping cinematicg_cinematicMaxSkipTime [number]
Pregame countdown in secondsg_countDown [number]
Scale final damage on player by this factorg_damageScale [number]
Display information on which animations are playing on specified entity; -1 disablesg_debugAnim [number]
Check for models with bounds over 2048g_debugBounds
Show decals (bullet holes, etc.)g_decals
Disassemble script into base/script disasm.txt when script is compiledg_disasm
Show double vision when taking damageg_doubleVision
Unknowng_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 gamesg_flushSave [0 or 1]
Display timing information for each game frameg_frametime
Score review time in seconds at end gameg_gameReviewPause
Set how much health to take in nightmare modeg_healthTakeAmt [number]
Set how low can health get taken in nightmare modeg_healthTakeLimit [number]
Set how often to take health in nightmare modeg_healthTakeTime [number]
Control the weapon sway in MPg_mpWeaponAngleScale [number]
Show muzzle flashesg_muzzleFlash [0 or 1]
If nightmare mode is allowedg_nightmare [0 or 1]
Game passwordg_password [password>
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are greeng_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing cinematicsg_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


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



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