What is a trainer? A trainer is a program written to intercept and alter the memory addresses of games that are running in the background. Usually trainers contain such features as GOD MODE, UNLIMITED LIVES and others. Since trainers address specific memory locations, they are usually written to only support a specific version of a game.
Post a Cheat! Do you have a new cheat, hint, or want to share a strategy? Submit Cheats
Cheat mode
100%
Press the [Left Ctrl] + [Alt ] + ~ during game play to display the
console window.
EffectCode
Unknown_attack
Unknown_back
Switch to listed weapon slot, regardless if you have a
weapon there _button0
Switch to listed weapon slot, regardless if you have a
weapon there _button1
Switch to listed weapon slot, regardless if you have a
weapon there _button2
Switch to listed weapon slot, regardless if you have a
weapon there _button3
Switch to listed weapon slot, regardless if you have a
weapon there _button4
Switch to listed weapon slot, regardless if you have a
weapon there _button5
Switch to listed weapon slot, regardless if you have a
weapon there _button6
Switch to listed weapon slot, regardless if you have a
weapon there _button7
Unknownaas_goalArea
Unknownaas_pullPlayer
Unknownaas_randomPullPlayer
Unknownaas_showAreas
Unknownaas_showFlyPath
Unknownaas_showHideArea
Unknownaas_showPath
Unknownaas_showPushIntoArea
Unknownaas_showWallEdges
Unknownaas_test
Unknownaasstats
Show AAS statsaasStats
Unknownaddarrow
Adds debug arrowaddarrow
Core to game chat linesaddChatLine
Unknownaddline
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 rest
af_showActive
Show bodiesaf_showBodies
Show body namesaf_showBodyNames
Show 2 bodies constrained by the highlighted constraint
af_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 figure
af_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 structures
af_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 number
ai_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 player
ai_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
Unknownbind
Bind command to a keybind
Unknownbindlist
Bind ragdoll at the current drag positionbindRagdoll
Bind a key, but unbinds it 1st if there are more than 2
binds bindunbindtwo
Unknownblinkline
Blink a debug lineblinkline
Unknowncenterview
Center viewcenterview
Check if new version of the game is available checkNewVersion
Unknownclear
Clear the consoleclear
Unknownclearlights
Clear all lightsclearLights
Drop current weaponclientDropWeapon
In-game GUI message modeclientMessageMode
Voice chatsclientVoiceChat
UnknownclientVoiceChat
UnknownclientVoiceChat
Team voice chatsclientVoiceChatTeam
Close the view showing any notes for this map closeViewNotes
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
Unknowncm_testAngle
Unknowncm_testBox
Unknowncm_testBoxRotation
Unknowncm_testCollision
Unknowncm_testLength
Unknowncm_testModel
Unknowncm_testOrigin
Unknowncm_testRadius
Unknowncm_testRandomMany
Unknowncm_testReset
Unknowncm_testRotation
Unknowncm_testTimes
Unknowncm_testWalk
Unknowncollisionmodelinfo
Show collision model infocollisionModelInfo
Use ~ to toggle consolecom_allowConsole
Sample input from the async threadcom_asyncInput
Mix sound from the async threadcom_asyncSound
Unknowncom_aviDemoHeight
Unknowncom_aviDemoSamples
Unknowncom_aviDemoTics
Unknowncom_aviDemoWidth
Unknowncom_compressDemos
Compress saved gamescom_compressSaveGame
Unknowncom_fixedTic
Force generic platform independent SIMDcom_forceGenericSIMD
Unknowncom_guid
Record journalcom_journal 1
Play back journalcom_journal 2
Unknowncom_logDemos
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 quality com_machineSpec 3
Make a buildcom_makingBuild 1
Marker for memory statscom_memoryMarker
Unknowncom_minTics
Run one game tick every async thread update com_preciseTic
Unknowncom_preloadDemos
Purge everything between level loadscom_purgeAll
Unknowncom_showAngles
Show async network statscom_showAsyncStats
Unknowncom_showDemo
Show frame ratecom_showFPS
Show frameratecom_showfps 1
Show total and per frame memory usagecom_showMemoryUsage
Show sound decoderscom_showSoundDecoders
Unknowncom_showTics
Unknowncom_skipGameDraw
Skip the renderer completelycom_skipRenderer
Show engine timingscom_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 mapcom_updateLoadSize
Hold last amount of detected video RAMcom_videoRam
Unknowncom_wipeSeconds
Unknowncombinecubeimages
Combine 6 images for roq compressioncombineCubeImages
Unknowncompressdemo
Compress a demo filecompressDemo
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 movescon_speed
Unknowncondump
Dump the console text to a fileconDump
Unknownconnect
Connect to a serverconnect
Crashes gamecrash
Crash gamecrash
Unknowncvar_restart
Restart the cvar systemcvar_restart
Unknowncvarlist
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
Unknowndirtyfeet
Disassembles scriptdisasmScript
Disables connection for current multi-player game disconnect
Disconnect from a gamedisconnect
Unknowndmap
Compile mapdmap
Skip to last leveldoomhell
Unknownecho
Print listed textecho
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
UnknownEntityPlacement
Unknownenvshot
Take an environment shotenvshot
Unknownerror
Cause an errorerror
Unknownexec
Execute a config fileexec
Execute appropriate config files and sets cvars based on
com_machineSpec execMachineSpec
Exit gameexit
Exit command demoexitCmdDemo
Unknownexportmodels
Export modelsexportmodels
Unknownfillrate
Finish the build processfinishBuild
Unknownflashlight
Unknownfocussoundseditor
Freeze everything on screenfreeze
Freeze game for listed number of seconds freeze
Unknownfs_basepath
Unknownfs_caseSensitiveOS
Unknownfs_cdpath
Unknownfs_copyfiles
Unknownfs_debug
Unknownfs_devpath
Unknownfs_game
Unknownfs_restrict
Unknownfs_savepath
Armor takes this percentage of damageg_armorProtection
Armor takes this percentage of damage in MP
g_armorProtectionMP
Maintain even teamsg_balanceTDM
Unknowng_blobSize
Unknowng_blobTime
Show blood splats, sprays, and gibsg_bloodEffects
Skip updating entities not marked 'cinematic' '1' during
cinematics g_cinematic
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime
Pregame countdown in secondsg_countDown
Scale final damage on player by this factor g_damageScale
Display information on which animations are playing on
specified entity; -1 disables g_debugAnim
Check for models with bounds over 2048g_debugBounds
Unknowng_debugCinematic
Unknowng_debugDamage
Unknowng_debugMove
Unknowng_debugMover
Unknowng_debugScript
Unknowng_debugTriggers
Unknowng_debugWeapon
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 damageg_doubleVision
Unknowng_dragDamping
Allow dragging physics objects around by placing the crosshair
over them and holding [Fire] g_dragEntity
Unknowng_dragShowSelection
Unknowng_dropItemRotation
Unknowng_dvAmplitude
Unknowng_dvFrequency
Unknowng_dvTime
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>
Unknowng_exportMask
Toggle disable buffer file writing for save games g_flushSave
<0 or 1>
Unknowng_fov
Display timing information for each game frame g_frametime
Score review time in seconds at end gameg_gameReviewPause
Unknowng_gravity
Unknowng_gunX
Unknowng_gunY
Unknowng_gunZ
Set how much health to take in nightmare mode g_healthTakeAmt
Set how low can health get taken in nightmare mode
g_healthTakeLimit
Set how often to take health in nightmare mode
g_healthTakeTime
Unknowng_kickAmplitude
Unknowng_kickTime
Unknowng_knockback
Unknowng_maxShowDistance
Unknowng_monsters
Control the weapon sway in MPg_mpWeaponAngleScale
Show muzzle flashesg_muzzleFlash <0 or 1>
If nightmare mode is allowedg_nightmare <0 or 1>
Game passwordg_password
Show dynamic lights on projectilesg_projectileLights
Draw boxes around thinking entities; dormant entities (outside
of PVs) are yellow, non-dormant are green g_showActiveEntities
Enable ejected shells from weapong_showBrass
Display current frame number for camera when playing
cinematics g_showcamerainfo
Unknowng_showCollisionModels
Unknowng_showCollisionTraces
Unknowng_showCollisionWorld
Draw boxes around monsters that targeted player g_showEnemies
Unknowng_showEntityInfo
Unknowng_showHud
Enable shadow of player modelg_showPlayerShadow
Enable display of player hit percentageg_showProjectilePct
Toggle hit % to HUDg_showprojectilepct 1
Unknowng_showPVS
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
Unknowng_showviewpos
Unknowng_skill
Unknowng_skipFX
Unknowng_skipParticles
Skip damage and other view effectsg_skipViewEffects
Let spectators chat to everyone during game g_spectatorChat
Unknowng_stopTime
Draw arrows over teammates in team deathmatch g_TDMArrows
Unknowng_testDeath
Unknowng_testHealthVision
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 blendg_testModelBlend
Test model rotation speedg_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 screeng_testPostProcess
When non-zero, shows entities whose think functions exceeded
the number of milliseconds specified g_timeEntities
scale damage and armor dynamically to keep player alive more
often g_useDynamicProtection
Unknowng_vehicleForce
Unknowng_vehicleVelocity
Unknowng_viewNodalX
Unknowng_viewNodalZ
Show available memorygame_memory
Display game class infogame_memory
Cause a game errorgameError
Kick player from multi-player gamegameKick
Kick listed player namegameKick
Print current view positiongetviewpos
Display graphics card detailsgfxinfo
Show graphics infogfxInfo
Unknowngive
Spawn listed itemgive
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
God mode1god
Unknowngui_configServerRate
Unknowngui_debug
Unknowngui_edit
Gametype filtergui_filter_gameType
Password filtergui_filter_password
Players filtergui_filter_players
Unknowngui_mediumFontLimit
Unknowngui_smallFontLimit
Send heartbeat to master serversHeartbeat
Show helphelp
Hitch the gamehitch
Show IK debug linesik_debug
Enable IKik_enable
Name of log file; if empty "qconsole.log" will be used
ilFileName
Set the maximum texture anisotropy if available
image_anisotropy
Maximum MB reserved for temporary loading of full-sized
precompressed images image_cacheMegs
Maximum KB of precompressed files to read at specification
time image_cacheMinK
See texture MIP usageimage_colorMipLevels
Control texture downsamplingimage_downSize
Control normal map downsamplingimage_downSizeBump
Control normal map downsample limitimage_downSizeBumpLimit
Control diffuse map downsample limitimage_downSizeLimit
Control specular downsamplingimage_downSizeSpecular
Control specular downsampled limitimage_downSizeSpecularLimit
Change texture filtering on mipmapped images image_filter
Unknownimage_forceDownSize
Ignore high quality setting on
materialsimage_ignoreHighQuality
Change lod bias on mipmapped imagesimage_lodbias
If 0, dynamically load all imagesimage_preload <0 or 1>
Round bad sizes down to nearest power of 2 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 cachingimage_useCache <0 or 1>
If 0, force everything to high qualityimage_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 presentimage_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 necessaryimage_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 inputin_mouse
Pitch change speed when holding _lookUp or _lookDown button
in_pitchspeed
Unknownin_restart
Restart the input systemin_restart
Yaw change speed when holding _left or _right button
in_yawspeed
Unknownkeeptestmodel
Keep last test model in the gamekeepTestModel
Kick client by connection numberkick
Kill current target; suicide if no one is targeted kill
Kill the playerkill
Kill all monsters in current levelkillmonsters
Remove all monsterskillMonsters
Kill all moving enemieskillmoveables
Remove all moveableskillMoveables
Kill all non-moving enemieskillragdolls
Remove all ragdollskillRagdolls
Scan LAN for serversLANScan
Show LCP solver failureslcp_showFailures
List active game entitieslistActiveEntities
List articulated figureslistAF
Unknownlistanims
List all animationslistAnims
List audioslistAudios
List key bindingslistBinds
List game classeslistClasses
List commandslistCmds
Unknownlistcollisionmodels
List collision modelslistCollisionModels
List cvarslistCvars
List all declslistDecls
List all keys used by dictionarieslistDictKeys
List all values used by dictionarieslistDictValues
List emailslistEmails
Unknownlistentities
List game entitieslistEntities
Lists listed def file settingslistentitydefs
List entity defslistEntityDefs
List FX systemslistFX
List game commandslistGameCmds
List GUIslistGuis
List decl text character frequencieslistHuffmanFrequencies
Unknownlistimages
List imageslistImages
Lists listed def file settingslistlightdefs
Unknownlistlines
List all debug lineslistLines
Unknownlistmaterials
List materialslistMaterials
List model defslistModelDefs
Unknownlistmodels
List all modelslistModels
Unknownlistmodes
List all video modeslistModes
Lists images of monsterslistmonsters
List monsterslistMonsters
List particle systemslistParticles
List PDAslistPDAs
List the entity defslistRenderEntityDefs
List renderer commandslistRendererCmds
List the light defslistRenderLightDefs
List scanned serverslistServers
Unknownlistskins
List skinslistSkins
List sound commandslistSoundCmds
List active sound decoderslistSoundDecoders
Unknownlistsounds
List all soundslistSounds
Unknownlistsoundshaders
List sound shaderslistSoundShaders
List the spawn args of an entitylistSpawnArgs
List system commandslistSystemCmds
List tableslistTables
Unknownlistthreads
List script threadslistThreads
List tool commandslistToolCmds
List type infolistTypeInfo
Unknownlistvertexcache
List vertex cachelistVertexCache
List videoslistVideos
Load a gameloadGame
Localize GUIslocalizeGuis
Localize mapslocalizeMaps
If 1, buffer log; if 2, flush after each print logFile <1 or
2>
Mouse pitch scalem_pitch
Show mouse movementm_showMouseRate
Number of samples blended for mouse viewing m_smooth
Mouse strafe movement scalem_strafeScale
Number of samples blended for mouse movingm_strafeSmooth
Mouse yaw scalem_yaw
Make an ambient mapmakeAmbientMap
Process giant imagesMakeMegaTexture
Play listed mapmap game/
Earth is under siege by an alien race. The Strogg are cybernetic warriors--a
mechanical frame and decaying body parts stabilized by flesh consumed in a
systematic annihilation of other species and civilizations. In a desperate
attempt to survive a Strogg attack on Earth, an armada of Earth's finest
warriors is sent to take the battle to the Strogg home planet. Earth's initial
assault force is nearly annihilated immediately, but one marine manages to
infiltrate the base, bring down their planetary defense systems, and kill the
Strogg's collective brain and leader--the Makron. Earth assumed the destruction
of the Makron would end it all, but it didn't.
That's where QUAKE II leaves off and QUAKE 4 begins.
The Strogg are quickly regrouping. However, with the Strogg’s planetary
defenses still destroyed, Earth's forces can deliver a full and final assault.
This time, you're not alone. You are Matthew Kane, an elite member of Rhino
Squad, and part of Earth’s next invasion wave. An army of soldiers are fighting
with you and an arsenal of weapons and vehicles are at your disposal in this
heroic and epic battle between worlds.