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Cheat Codes
While playing the game, press [Ctrl] + [Alt] + ~to display the console window. Then,
enter one of the following codes to activate the corresponding cheat function:
Result Cheat CodeGod mode [Note] 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_machinegunPlasmagun give weapon_plasmagun
Rocket launcher give weapon_rocketlauncher
Shotgun give weapon_shotgun
Spawn indicated item give [item name]
Play indicated map map [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, regardlessif 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, regardlessif 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
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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
restaf_showActive
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the
highlighted constraintaf_showConstrainedBodies
Show constraint names af_showConstraintNames
Show constraints af_showConstraints
Show the inertia tensor of each body af_showInertiaShow 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
figureaf_showTotalMass
Show tree-like structures af_showTrees
Show velocity of each body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimitsSkip 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
structuresaf_useLinearTime
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters ai_debugMoveDisplay script calls for the specified monster
entity numberai_debugScript
Draw trajectory tests for monsters ai_debugTrajectory
Draw attack cones for monsters ai_showCombatNodes
Draw obstacle avoidance information for
monsters.ai_showObstacleAvoidance 1
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Draw obstacle avoidance information for
monsters and playerai_showObstacleAvoidance 2
Draw path_* entities ai_showPaths:
Unknown ai_testPredictPath
Write .AVI for a command demo aviCmdDemo
Save demo in .AVI format avidemoWrite .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 bindsbindunbindtwo
Blink a debug line blinkline
Center view centerviewCheck if new version of the game is
availablecheckNewVersion
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 thismap
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_allowConsoleSample 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
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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 1Set 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 threadupdate
com_preciseTic
Purge everything between level loads com_purgeAll
Show async network stats com_showAsyncStats
Show frame rate com_showFPS
Show framerate com_showfps 1Show 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
printcom_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 combineCubeImagesCompress a demo file compressDemo
Print on the console but not onscreen when
console is displayedcon_noPrint
Time messages displayed when console isdisplayed
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 crashUnknown 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
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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
gamedisconnect
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 editDeclsLaunch 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 editSoundsTake an environment shot envshot
Cause an error error
Execute a config file exec
Execute appropriate config files and setscvars based on com_machineSpec
execMachineSpec
Exit game exit
Exit command demo exitCmdDemo
Export models exportmodels
Finish the build process finishBuild
Freeze everything on screen freezeFreeze game for indicated number of
secondsfreeze [number]
Armor takes this percentage of damage g_armorProtection [number]
Armor takes this percentage of damage in
MPg_armorProtectionMP [number]
Maintain even teams g_balanceTDM
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Show blood splats, sprays, and gibs g_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 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 disablesg_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 compiledg_disasm
Show double vision when taking damage g_doubleVision
Unknown g_dragDamping
Allow dragging physics objects around byplacing 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 gameframe
g_frametime
Score review time in seconds at end game g_gameReviewPause
Set how much health to take in nightmaremode
g_healthTakeAmt [number]
Set how low can health get taken in
nightmare modeg_healthTakeLimit [number]
Set how often to take health in nightmaremode
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 camerawhen playing cinematics
g_showcamerainfo
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Draw boxes around monsters that targeted
playerg_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; hiddenentities are gray
g_showTargets
Display current animation and frame number
for testmodels.g_showTestModelFrame
Draw trigger entities (orange) and theirtargets (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 teamdeathmatch
g_TDMArrows
Test model animation; 0 = cycle anime withorigin 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
editorg_testParticle
Name of the particle being tested by theparticle editor
g_testParticleName
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose thinkfunctions exceeded the number of
milliseconds specifiedg_timeEntities
scale damage and armor dynamically to keep
player alive more ofteng_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
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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
availableimage_anisotropy [number]
Maximum MB reserved for temporaryloading of full-sized precompressed images
image_cacheMegs [number]
Maximum KB of precompressed files to read
at specification timeimage_cacheMinK[number]
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBumpControl 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
imagesimage_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
twoimage_roundDown
If 1, print number of outstanding backgroundloads
image_showBackgroundLoads[0 or 1]
Allow alpha/intensity/luminance
luminance+alphaimage_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 filesimage_useOfflineCompression
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for
debuggingimage_writeNormalTGA
Write .TGAs of the final palletized normal image_writeNormalTGAPalletized
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maps for debugging
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps fordebugging
image_writeTGA
Always run (reverse _speed button) in multi-
player mode in_alwaysRunAngle change scale when holding _speed
buttonin_anglespeedkey
Look around with mouse (reverse _mlook
button)in_freeLook
Enable mouse input in_mouse
Pitch change speed when holding _lookUp
or _lookDown buttonin_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 istargeted
kill
Kill the player kill
Kill all monsters in current level killmonsters
Remove all monsters killMonsters
Kill all moving enemies killmoveablesRemove 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 listAudiosList key bindings listBinds
List game classes listClasses
List commands listCmds
Unknown listcollisionmodels
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
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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
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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
viewingm_smooth
Mouse strafe movement scale m_strafeScaleNumber of samples blended for mouse
movingm_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 0mod_validSkins
Unknown modulatelightsModify 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
GUInextGUI
Load next map on the server nextMap
No clipping noclip
Disable collision detection for the player noclip
Ignored by most enemies notargetUnknown notarget
Disable player as a target notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
Unknown path
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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 startspm_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 crouchingpm_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 uppm_minviewpitch [number]
Draw camera from POV of player model; 1
= always, 2 = when deadpm_modelView [1 or 2]
Speed the player can move while in noclip pm_noclipspeed [number]
Height of player's bounding box whilestanding
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 determinehow to fully recharge.
pm_staminarate [number]
When stamina is below this value, player pm_staminathreshold [number]
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slows to a walk
Maximum height player can step up without
jumpingpm_stepsize [number]
Third person view pm_thirdPerson
Toggle third person view pm_thirdperson [0 or 1]
Direction of camera from player in thirdperson in degrees; 0 = behind player, 180 =
in frontpm_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 personpm_thirdPersonHeight [number]
Camera distance from player in third person pm_thirdPersonRange [number]
Use cylinder approximation instead ofbounding box for player collision detection
pm_usecylinder
Bob slowly when walking pm_walkbobPlayer'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 testmodel
prevFrame
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmailPrint 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 printSkinPrint 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
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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_checkBoundsForce 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
degreesr_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'stheir problems
r_demonstrateBug
Optional display refresh rate option for vidmode
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
varsr_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
matrixr_jitter
Offset of joint names when r_showskel is setto 1
r_jointNameOffset
Size of joint names when r_showskel is set r_jointNameScale
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to 1
Light all the back faces, even when they
would be shadowedr_lightAllBackFaces
All light intensities are multiplied by this r_lightScale
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point withoutchanging the composition of the scene,
including cullingr_lockSurfaces
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same
materialr_mergeModelSurfaces
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_nearPolygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize
vertex user_orderIndexes
Hardware specific renderer path to use r_renderer
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching r_sb_frustomFOV
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64
- 2048
r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST
on shadow mapsr_sb_linearFilter
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway
between themr_sb_occluderFacing[0-3]
polygonOffset factor for drawing shadow
bufferr_sb_polyOfsFactor
polygonOffset units for drawing shadow
bufferr_sb_polyOfsUnits
Randomly offset jitter texture each draw r_sb_randomize
Set to 0, 1, 4, or 16 r_sb_samples [number]
Build shadows in screen space instead of on
surfacesr_sb_screenSpaceShadow
Color the pixels contained in the frustum r_sb_showFrustumPixels
only draw a single side (0 to 5) of points
lightsr_sb_singleSide
Cull geometry to individual side frustums r_sb_useCulling
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Draw offscreen r_sb_usePbuffer
Width of screen space shadow sampling
screenFraction for testing fill rate; theresolution of entire screen can be changed
r_sb_viewResolution
Scale value for stencil shadow drawing r_shadowPolygonFactor
Bias value added to depth test for stencilshadow drawing
r_shadowPolygonOffset
Enable shadows r_shadows
Report alloc/free counts r_showAlloc
Report sphere and box culling stats r_showCull
Report number of modeDefs and lightDefs in
viewr_showDefs
Report reads and writes to the demo file r_showDemo
Display contents of the depth buffer and thedepth range
r_showDepth
Draw lines from vertexes to center ofdominant triangles
r_showDominantTri
Report stats on dynamic surface generation r_showDynamic
Draw the sil edges r_showEdges
Show entity scissor rectangles r_showEntityScissors
1 = show all images instead of rendering, 2 =show in proportional size
r_showImages [0-2]
Draw screen colors based on intensity; red =
0, green = 128, blue = 255r_showIntensity [number]
1 = show frustum for each interaction, 2 =also draw lines to light origin, 3 = also draw
entity bboxr_showInteractionFrustums [0-3]
Report interaction generation activity r_showInteractions
1 = show screen rectangle which contains theinteraction frustum, 2 = also draw
construction linesr_showInteractionScissors [0-2]
1 = colors surfaces based on light count, 2 =also count everything through walls, 3 = also
print overdrawr_showLightCount [0-3]
1 = just print volumes numbers, highlighting
ones covering the view, 2 = also draw planes
of each volume, 3 = also draw edges of eachvolume
r_showLights [0-3]
Report scale factor applied to drawing foroverbrights
r_showLightScale
Show light scissor rectangles r_showLightScissors
Display all the level images r_showMegaTexture
Draw colored blocks in each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
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Draw wireframe normals r_showNormals
1 = geometry overdraw, 2 = light interaction
overdraw, 3 = geometry and light interactionoverdraw
r_showOverDraw [0-3]
Draw portal outlines in color based on
passed/not passedr_showPortals
Report drawsurf/index/vertex counts r_showPrimitives
Color screen based on shadow volume depth
complexity, 2 or greater = print overdraw
count based on stencil index values, 3 = onlyshow turboshadows, 4 = only show static
shadows
r_showShadowCount [0-4]
1 = visualize the stencil shadow volumes, 2= draw filled in
r_showShadows [0-2]
Highlight edges that are casting shadow
planesr_showSilhouette
Draw skeleton when model animates, 1 =draw model with skeleton, 2 = draw skeleton
onlyr_showSkel[0-2]
Show which end (front or back) is blocking r_showSmp
Show surface material name under crosshair r_showSurfaceInfo
Report surface/light/shadow counts r_showSurfaces
Shade triangles by tangent space; 1 = use 1st
tangent vector, 2 = use 2nd tangent vector, 3= use normal vector
r_showTangentSpace [0-3]
Shade triangles by texture area polarity r_showTexturePolarity
If greater than 0, draw each triangles texture(tangent) vectors
r_showTextureVectors [number]
Show intersection of an eye trace with the
worldr_showTrace
Enable wireframe rendering of the world; 1= only draw visible ones, 2 = draw all front
facing, 3 = draw allr_showTris [0-3]
if 1, put all nVidia register combiner
programming in display listsr_showUnsmoothedTangents [0-1]
Report entity and light updates and ref
countsr_showUpdates
Unknown r_showVertexCache
Draw all triangles with the solid vertex color r_showVertexColor
1 = displays the bounding boxes of all view
models, 2 = print index numbersr_showViewEntitys [0-2]
Only draw the portal area the view isactually in
r_singleArea
Suppress all but one entity r_singleEntity
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Suppress all but one light r_singleLight
Suppress all but one surface on each entity r_singleSurface
Only draw a single triangle per primitive r_singleTriangle
Bypass all non-interaction drawing r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all blend lights r_skipBlendLights
Use flat surface instead of the bump map r_skipBump
Do all rendering, but do not actually
copyTexSubImage2Dr_skipCopyTexture
Leave all deform materials in their originalstate
r_skipDeforms
Use black for diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog lights r_skipFogLights
Bypass all front end work, but 2D GUI
rendering still drawsr_skipFrontEnd
1 = skip all gui elements on surfaces, 2 =
skip drawing but still handle events, 3 =draw but skip events
r_skipGuiShaders [0-3]
Skip all light/surface interaction drawing r_skipInteractions
Do not do any post-interaction light scaling r_skipLightScale
Only use the lowest level image r_skipMegaTexture
Bypass all vertex/fragment program ambient
drawingr_skipNewAmbient
Skip overlay surfaces r_skipOverlays
1 = skip all particle systems r_skipParticles [0-1]Skip all post-process renderings r_skipPostProcess
Skip 3D rendering, but pass 2D r_skipRender
Null the rendering context during backend3D rendering
r_skipRenderContext
Skip ROQ decoding r_skipROQ
Use black for specular1 r_skipSpecular
1 = don't render any GUI elements onsurfaces
r_skipSubviews [0 or 1]
Ignore the per-view suppressions r_skipSuppress
Skip the translucent interaction rendering r_skipTranslucent
1 = do not accept any entity or light updates,making everything static
r_skipUpdates [0 or 1]
Merge normals that dot less than this r_slopNormal [number]
Merge texture coordinates this far apart r_slopTexCoord [number]
Merge xyz coordinates this far apart r_slopVertex [number]
1 = do not render main view, allowing
subviews to be debuggedr_subviewOnly [0 or 1]
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Changes wglSwapIntarval r_swapInterval
Vertically scale USGS data r_terrainScale
Experiment with vertex/fragment programs r_testARBProgram
if over 0, draw a grid pattern to test gamma
levelsr_testGamma [number]
if over 0 draw a grid pattern to test gammalevels
r_testGammaBias [number]
if over 0 draw a grid pattern to test gamma
levelsr_testStepGamma [number]
Cache snapshots of dynamic models r_useCachedDynamicModels
0 = full screen when near clipped, 1 = exact
when near clipped, 2 = exact alwaysr_useClippedLightScissors [0-2]
Put all nVidia register combiner
programming in display listsr_useCombinerDisplayLists
Use pre-calculated material registers if
possible
r_useConstantMaterials
0 = none, 1 = sphere, 2 = sphere and box r_useCulling [0-2]
Defer tangents calculations after deform r_useDeferredTangents
Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
If 0, issue the callback immediately at update
time, rather than deferringr_useEntityCallbacks [number]
0 = none, 1 = box r_useEntityCulling [0 or 1]
1 = Use custom scissor rectangle for each
entityr_useEntityScissors [0 or 1]
1 = skip drawing caps when outside the lightvolume, 2 = force to no caps for testing
r_useExternalShadows [0-2]
if not 0, force the view frustum far distance
to this distancer_useFrustumFarDistance [number]
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
Use the no-far-clip-plane trick r_useInfiniteFarZ
1 = cull interactions r_useInteractionCulling [0 or 1]
1 = use a custom scissor rectangle for eachshadow interaction, 2 = also crop using
portal scissorsr_useInteractionScissors [0-2]
Create a full entityDefs * lightDefs table to
make finding interactions fasterr_useInteractionTable
0 = none, 1 = box, 2 = exact clip ofpolyhedron faces, 3 = also areas
r_useLightCulling [0 or 3]
Use a more precise area reference
determinationr_useLightPortalFlow
1 = use custom scissor rectangle for each
lightr_useLightScissors [0 or 1]
Stop pushing reference bounds early whenpossible
r_useNodeCommonChildren
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Use pass optimization for mono lights r_useNV20MonoLights
Use the dmap generated static shadow
volumesr_useOptimizedShadows
1 = use portals to perform area culling,
otherwise draw everythingr_usePortals[0 or 1]
1 = do winding clipping to determine if eachambiguous tri should be lit
r_usePreciseTriangleInteractions [0 or 1]
Scissor clip as portals and lights are
processedr_useScissor
Try to cull shadows from partially visiblelights
r_useShadowCulling
Discard triangles outside light volume before
shadowingr_useShadowProjectedCull
Scissor shadows by the scissor rect of theinteraction surfaces
r_useShadowSurfaceScissor
Do the shadow projection in the vertex
program on capable cards r_useShadowVertexProgram
Consider verts with the same XYZ, but
different ST the same for shadowsr_useSilRemap
Avoid redundant state changes in GL_*()
callsr_useStateCaching
Cards with 3+ texture units do a two pass
instead of three passr_useTripleTextureARB
Use infinite projection with W technique fordynamic shadows
r_useTurboShadow
Do stencil shadows in one pass with
different ops on each sider_useTwoSidedStencil
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
Show rigid bodies that are not at rest rb_showActive
Show rigid bodies rb_showBodies
Show the inertia tensor of each rigid body rb_showInertia
Show the mass of each rigid body rb_showMass
Show rigid body cpu usage rb_showTimings
Show the velocity of each rigid body rb_showVelocity
Unknown recordcmddemo
Start recording game demo recorddemo
Record a demo recordDemoRecord current view position with notes recordViewNotes
Unknown reexportmodels
Re-exports models reexportmodels
Respawn all dead enemies and destroyed
objectsregenerateworld
Regenerates all interactions regenerateWorld
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Unknown reload
Unknown reloadanims
Reload animations reloadanims
Reload ARB programs reloadARBprograms
Reload CG programs reloadCgPrograms
Reload decls reloadDecls
Reload engine down to including the filesystem
reloadEngine
Unknown reloadentitydefs
Unknown reloadfx
Unknown reloadguis
Reload GUIs reloadGuis
Unknown reloadimages
Reload images reloadImages
Reload language dict reloadLanguage
Unknown reloadmodelsReload models reloadModels
Reload scripts reloadScript
Unknown reloadshaders
Unknown reloadsounds
Reload all sounds reloadSounds
Unknown reloadsoundshaders
Reload the decl and images for selectedsurface
reloadSurface
Remove an entity remove
Unknown removelineRemove a debug line removeline
Unknown renderbump
Render a bump map renderbump
Unknown renderbumpflat
Render a flat bump map renderbumpFlat
Check all referenced images for duplications reportImageDuplication
List all used materials sorted by surface area reportSurfaceAreas
Rescan serverinfo cvars and tell game rescanSI
Unknown reset
Reset a cvar resetUnknown roq
Encode a roq file roq
Unknown runaas
Compile an AAS file for a map runAAS
Compile AAS files for all maps in a folder runAASDir
Unknown runreach
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Calculate reachability for an AAS file runReach
Unknown s_cacheinfo
Unknown s_cacheinvalidate
Unknown s_constantAmplitude
Reduce sound volume with this distance
when going through a door s_doorDistanceAdd [number]Unknown s_dotbias2
Unknown s_dotbias6
Unknown s_drawSounds
Unknown s_force22kHz
Volume to all speakers when not spatialized s_globalFraction
Unknown s_maxSoundsPerShader
Unknown s_meterTopTime
Unknown s_minVolume2
Unknown s_minVolume6
Unknown s_musictrackUnknown s_noSound
Set number of speakers s_numberOfSpeakers [number]
Play beep for missing sounds s_playDefaultSound
Unknown s_quadraticFalloff
Unknown s_realTimeDecoding
Unknown s_restart
Restart the sound system s_restart
Unknown s_reverse
Unknown s_showLevelMeter
Toggle sound level display s_showlevelmeter 1Unknown s_showStartSound
mute All sounds but this emitter s_singleEmitter
Unknown s_spatializationDecay
Set volume to subwoofer in Dolby 5.1 s_subFraction [number]
Unknown s_useOcclusion
Set sound volume; default is 0 s_volume_db [number]
Set volume in dB s_volume_dB [number]
Save a game saveGame
Save all lights to the .map file saveLights
Save all moveables to the .map file saveMoveablesSave all lights to the .map file saveParticles
Save all ragdoll poses to the .map file saveRagdolls
Save the selected entity to the .map file saveSelected
Text chat say
Send message to everyone in multi-player say [message]
Team text chat sayTeam
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Unknown screenshot
Take a screenshot screenshot
Unknown script
Execute a line of script script
Mouse view sensitivity sensitivity
Force all players ready serverForceReady
Show server info serverInfo
Restart current game serverMapRestart
Change to next map serverNextMap
Unknown set
Set a cvar set
Unknown seta
Set a cvar and flags it as archive seta
Detect system capabilities and sets
com_machineSpec to appropriate valuesetMachineSpec
Unknown setsSet a cvar and flags it as server info sets
Unknown setstepgamma
Set a cvar and flags it as tool sett
Unknown setu
Set a cvar and flags it as user info setu
Unknown setviewpos
Set the current view position setviewpos
Show memory used by dictionaries showDictMemory
Show memory used by interactions showInteractionMemory
Show memory used by strings showStringMemoryShow memory used by triangle surfaces showTriSurfMemory
Show any view notes for the current map,
successive calls will cycle to the next noteshowViewNotes
Frag limit si_fragLimit
Set game type to: singleplayer, deathmatch,
tourney, team dm or last mansi_gameType [value]
Map to be played next on server si_map [map name]
Engine version si_version
Do pre-game warmup si_warmup
Resize screen to smaller view sizedownMake the rendered view smaller sizeDown
Resize screen to larger view; no effect if infullscreen
sizeup
Make the rendered view larger sizeUp
Spawn a game entity spawn
Spawn indicated model spawn [object name]
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Unknown spawnserver
Spawn a server spawnServer
Prepare to make a build startBuild
Display game status status
Stop recording game demo stoprecording
Stop demo recording stopRecording
Unknown sys_arch
Unknown sys_cpustring
Unknown sys_lang
Take notes about the current map from the
current viewtakeViewNotes
Extended take view notes takeViewNotes2
Teleport player to an entity location teleport
Unknown testanim
Test an animation testAnim
Unknown testblendTest animation blending testBlend
Test an FX system bound to a joint testBoneFx
Unknown testbump
Unknown testdamage
Test a damage def testDamage
Test death testDeath
Unknown testfx
Test an FX system testFx
Unknown testgui
Test a GUI testGUIUnknown testimage
Display given image centered on screen testImage
Unknown testlight
Test a light testLight
Unknown testmap
Test a map testmap
Unknown testmodel
Test a model testModel
Unknown testparticle
Test particle stop time on a test model testParticleStopTime
Test a point light testPointLight
Write out a test savegame testSave
Test a save game for a level testSaveGame
Unknown testshader
Set a shaderParm on an existing testModel testShaderParm
Unknown testsimd
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Test SIMD code testSIMD
Test a skin on an existing testModel testSkin
Test a sound testSound
Unknown testtrace
Display given cinematic testVideo [name]
Unknown testwipe
Time a command demo timeCmdDemo
Time a demo timeDemo
Benchmark test timedemo demo1.demo
Time a demo and quits timeDemoQuit
Scales the time timescale [number]
Unknown toggle
Toggle a cvar toggle
Touch a decl touch
Unknown touchfile
Touch a file touchFile
Touch a list of files touchFileList
Unknown touchfx
Unknown touchgui
Touch a gui touchGui
Unknown touchmaterial
Unknown touchmodel
Touch a model touchModel
Unknown touchparticle
Unknown touchskin
Unknown touchsound
Trigger an entity trigger
Auto reload weapon ui_autoReload
Auto switch weapon ui_autoSwitch
Player name ui_name
Player is ready to start playing ui_ready
Show gun ui_showGun
Player skin ui_skin
Play or spectate ui_spectate
Player team ui_team
Unknown unbind
Unbind any command from a key unbind
Unknown unbindall
Unbind any command from all keys unbindall
Unbind selected ragdoll unbindRagdoll [name]
Cause sync down of game-modified userinfo updateUI
Update to previously entered screen resize vid_restart
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code
Restart renderSystem vid_restart
Unknown vstr
Insert the current value of a cvar as
command textvstr
Delay remaining buffered commands one ormore frames
wait
Advance to next weapon slot weapnext
Unknown weapon
Puts bloodsplat on your gun weaponsplat
Project blood splat on the player weapon weaponSplat
Return to previous weapon slot weapprev
Show location and map name where
Print current view position where
Allow multiple instances running
concurrentlywin_allowMultipleInstances
Disable Windows task keys win_notaskkeys
Unknown win_outputDebugString
Unknown win_outputEditString
Allow game to be updated while dragging
windowwin_timerUpdate
Windows user name win_username
Unknown win_viewlog
Horizontal position of window win_xpos
Vertical position of window commands win_ypos
Write a command demo writeCmdDemoUnknown writeconfig
Write a config file writeConfig
Write game state writeGameState
Unknown writeprecache
Write precache writePrecache
Unknown _attack
Unknown _back
Unknown aas_goalArea
Unknown aas_pullPlayer
Unknown aas_randomPullPlayerUnknown aas_showAreas
Unknown aas_showFlyPath
Unknown aas_showHideArea
Unknown aas_showPath
Unknown aas_showPushIntoArea
Unknown aas_showWallEdges
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Unknown aas_test
Unknown aasstats
Unknown addline
Unknown centerview
Unknown blinkline
Unknown bind
Unknown bindlist
Unknown clearlights
Unknown clientVoiceChat
Unknown clientVoiceChat
Unknown cm_testAngle
Unknown cm_testBox
Unknown cm_testBoxRotation
Unknown cm_testCollision
Unknown cm_testLength
Unknown cm_testModel
Unknown cm_testOrigin
Unknown cm_testRadius
Unknown cm_testRandomMany
Unknown cm_testReset
Unknown cm_testRotation
Unknown cm_testTimes
Unknown cm_testWalk
Unknown collisionmodelinfo
Unknown com_aviDemoHeight
Unknown com_aviDemoSamples
Unknown com_aviDemoTics
Unknown com_aviDemoWidth
Unknown com_compressDemos
Unknown com_fixedTic
Unknown com_minTics
Unknown com_logDemos
Unknown com_preloadDemos
Unknown com_showAngles
Unknown com_showDemo
Unknown com_showTics
Unknown com_skipGameDraw
Unknown com_wipeSeconds
Unknown combinecubeimages
Unknown compressdemo
Unknown condump
Unknown connect
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Unknown cvarlist
Unknown dirtyfeet
Unknown dmap
Unknown echo
Unknown r_vertexBufferMegs
Unknown radiant_ALTEdgeDrag
Unknown fs_basepath
Unknown fs_caseSensitiveOS
Unknown fs_cdpath
Unknown fs_copyfiles
Unknown fs_debug
Unknown fs_devpath
Unknown fs_game
Unknown fs_restrict
Unknown fs_savepath
Unknown radiant_AngleSpeed
Unknown radiant_Autosave
Unknown radiant_AutosaveMinutes
Unknown radiant_camerawindow
Unknown radiant_CamXYUpdate
Unknown radiant_ChaseMouse
Unknown radiant_CubicClipping
Unknown radiant_CubicScale
Unknown radiant_entityMode
Unknown radiant_EntityShow
Unknown radiant_HiColorTextures
Unknown radiant_InspectorDockedDialogs
Unknown radiant_InspectorsWindow
Unknown radiant_LastMap
Unknown radiant_LastProject
Unknown radiant_LoadLast
Unknown radiant_LoadLastMap
Unknown radiant_LoadShaders
Unknown radiant_MainWindowPlace
Unknown radiant_ModelPath
Unknown radiant_MoveSpeed
Unknown radiant_NewFaceGrab
Unknown radiant_NewLightStyle
Unknown radiant_NewMapFormat
Unknown radiant_NewRightClick
Unknown radiant_NewTextureWindowStuff
Unknown radiant_NewVertex
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Unknown radiant_NoClamp
Unknown radiant_NoStipple
Unknown radiant_QE4Paint
Unknown radiant_QE4StyleWindows
Unknown radiant_RadiantMapPath
Unknown radiant_RotateLock
Unknown radiant_Rotation
Unknown radiant_RunBefore
Unknown radiant_SavedInfo
Unknown radiant_SelectWholeEntitiesKey
Unknown radiant_SizePainting
Unknown radiant_Snapshots
Unknown radiant_SnapT
Unknown radiant_StatusPointSize
Unknown radiant_SwitchClipKey
Unknown radiant_TextureLock
Unknown radiant_TextureQuality
Unknown radiant_TextureScale
Unknown radiant_TextureScrollbar
Unknown radiant_texwindow
Unknown radiant_UndoLevels
Unknown radiant_UseDisplayLists
Unknown radiant_UseGLLighting
Unknown radiant_UseTextureBar
Unknown radiant_WideToolBar
Unknown radiant_xywindow
Unknown radiant_XZVIS
Unknown radiant_xzwindow
Unknown radiant_YZVIS
Unknown radiant_yzwindow
Unknown radiant_ZClipBottom
Unknown radiant_ZClipEnabled
Unknown radiant_ZClipTop
Unknown radiant_ZVIS
Unknown radiant_zwindow
Unknown g_blobSize
Unknown g_blobTime
Unknown error
Unknown EntityPlacement
Unknown envshot
Unknown exec
Unknown exportmodels
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Unknown fillrate
Unknown flashlight
Unknown focussoundseditor
Unknown g_debugCinematic
Unknown g_debugDamage
Unknown g_debugMove
Unknown g_debugMover
Unknown g_debugScript
Unknown g_debugTriggers
Unknown g_debugWeapon
Unknown g_dragShowSelection
Unknown g_dropItemRotation
Unknown g_dvAmplitude
Unknown g_dvFrequency
Unknown g_dvTime
Unknown g_exportMask
Unknown g_fov
Unknown g_gravity
Unknown g_gunX
Unknown g_gunY
Unknown g_gunZ
Unknown g_kickAmplitude
Unknown g_kickTime
Unknown g_knockback
Unknown g_maxShowDistance
Unknown g_monsters
Unknown g_showCollisionModels
Unknown g_showCollisionTraces
Unknown g_showCollisionWorld
Unknown g_showEntityInfo
Unknown g_showHud
Unknown g_showviewpos
Unknown g_skill
Unknown g_skipFX
Unknown g_skipParticles
Unknown g_showPVS
Unknown g_vehicleForce
Unknown g_vehicleVelocity
Unknown g_viewNodalX
Unknown g_viewNodalZ
Unknown g_stopTime
Unknown g_testDeath
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Unknown g_testHealthVision
Unknown give
Unknown gui_configServerRate
Unknown gui_debug
Unknown gui_edit
Unknown gui_mediumFontLimit
Unknown gui_smallFontLimit
Note: This code must be activated after each stage loading sequence.
Monster names
Use one of the following values with the "spawn [monster name]" code:
Result Monster name
Cyberdemon monster_boss_cyberdemonGuardian monster_boss_guardian
Guardian's Seeker monster_boss_guardian_seeker
Sabaoth monster_boss_sabaoth
Vagary monster_boss_vagary
Archvile monster_demon_archvile
Cherub monster_demon_cherub
Hellknight monster_demon_hellknight
Imp monster_demon_imp
Maggot monster_demon_maggot
Mancubus monster_demon_mancubusPinky monster_demon_pinky
Revenant monster_demon_revenant
Tick monster_demon_tick
Trite monster_demon_trite
Wraith monster_demon_wraith
Zombie wth flashlight monster_zombie_ maint_flashlight
Flaming Zombie monster_zombie_bernie
Commando Zombie monster_zombie_commando
Commando Zombie with chaingun monster_zombie_commando_cgun
Fat Zombie with wrench monster_zombie_fat_wrenchFat Zombie monster_zombie_fat2
Zombie in jumpsuit monster_zombie_jumpsuit
Zombie eating monster_zombie_jumpsuit_eating
Zombie in labcoat monster_zombie_labcoat
Zombie missing limb monster_zombie_limb
Zombie monster_zombie_maint
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Bald zombie monster_zombie_maint_bald
Zombie with no jaw monster_zombie_maint_nojaw
Skinny zombie monster_zombie_maint_skinny
Zombie with Wrench monster_zombie_maint_wrench
Zombie monster_zombie_maint2
Zombie with a pipe monster_zombie_pipe
Chainsaw zombie monster_zombie_sawyer
Skinny zombie monster_zombie_skinny
Bloody mouthed zombie monster_zombie_suit_bloodymouth
Headless zombie monster_zombie_suit_neckstump
Skinny zombie in suit monster_zombie_suit_skinny
Bald Zombie in T-shirt monster_zombie_tshirt_bald
Zombie in T-shirt monster_zombie_tshirt_blown
Z-sec Zombie with machine gun monster_zombie_zsec_machinegun
Z-sec Zombie with pistol monster_zombie_zsec_pistol
Z-sec Zombie with shield monster_zombie_zsec_shield
Z-sec Zombie with shotgun monster_zombie_zsec_shotgun
Other names
Use one of the following values with the "spawn [name]" code:
Result Name
Adrenaline powerup_adrenaline
Megahealth powerup_megahealth
Invisibility powerup_invisibility
Weapon names
Use one of the following entries with the "give [item name]" code:
weapon_chaingun
weapon_grenade
weapon_pistol
weapon_soulcube Ammunition names
Use one of the following entries with the "give [item name]" code:
ammo_bfg_small
ammo_belt_small
ammo_clip_small
ammo_bullets_small
ammo_cells_small
ammo_rockets_small
ammo_shells_small
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ammo_grenage_small
ammo_clip_large
ammo_bullets_large
ammo_cells_large
ammo_rockets_large
ammo_shells_large Item names
Use one of the following values with the "give [item name]" code:
pda admin_banks
pda admin_dorweiler
pda admin_moses
pda admin_simons
pda alphalabs1_berger
pda alphalabs1_krietman
pda alphalabs1_lipsitzpda alphalabs1_smith
pda alphalabs2_chin
pda alphalabs2_connors
pda alphalabs3_abrams
pda alphalabs3_lamia
pda alphalabs3_nelson
pda alphalabs3_poota
pda alphalabs4_kaczynski
pda caverns1_cody
pda comm1_blake
pda comm1_finchpda comm1_wolfe
pda comm1_wolfe
pda commoutside_holiday
pda commoutside_ridge
pda cpu_bates
pda cpu_haskell
pda cpuboss_tooloose
pda delta1_mora
pda delta1_price
pda delta2a_cinders
pda delta2a_raleigh
pda delta2a_wilson
pda delta2b_bullman
pda delta2b_erikson
pda delta2b_mcneil
pda delta2b_stemmons
pda delta3_cerano
pda delta3_lee
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pda delta3_shultz
pda delta4_gilbert
pda delta5_jackson
pda delta5_swann
pda enpro_chasar
pda enpro_hammerpda enpro_raad
pda hell_garlick
pda hell_hebert
pda marscity2_caseon
pda marscity2_duncan
pda marscity2_stanton
pda marscity2_tyson
pda mc1_berneche
pda mcunderground_baston
pda mcunderground_delahue
pda mcunderground_ryanpda mcunderground_young
pda monorail_cullen
pda monorail_harding
pda monorail_hollies
pda monorail_ross
pda recycling1_garza
pda recycling1_sadowayj
pda recycling2_johnson
pda recycling2_moen
pda site3_davis
pda site3_rogers
video bfg
video chaingun
video demon_museum
video epd (download videodisc with content)
video hydrocon
video ian_report
video ipn_news
video mfs
video plasmagun
video recycling
video soulcube
video tablets
Read more: http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7Under Creative Commons License:Attribution Non-Commercial No Derivatives
http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://creativecommons.org/licenses/by-nc-nd/3.0http://creativecommons.org/licenses/by-nc-nd/3.0http://www.cheatcc.com/pc/doom3roe.html#ixzz1vhXT72U7http://creativecommons.org/licenses/by-nc-nd/3.0