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123 Cheats -> Pc Cheats -> Far Cry Cheats

Far Cry Cheats

PC Cheats
Platform: PC Cheats
Views: 88285
Views Today: 3
Last Updated on March 11, 2007
 
 

Find More Cheats for Far Cry
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Cheats for Far Cry

Cheat: Level Select
Press '~' to bring up the console and enter these codes:
  • archive level : \map archive
  • boat level: \map boat
  • bunker level: \map bunker
  • carrier level: \map carrier
  • catacombs level: \map catacombs
  • control level: \map control
  • cooler level: \map cooler
  • dam level: \map dam
  • factory level: \map factory
  • fort level: \map fort
  • pier level: \map pier
  • rebellion level: \map rebellion
  • regulator level: \map regulator
  • research level: \map research
  • river level: \map river
  • steam level: \map steam
  • swamp level: \map swamp
  • training level: \map training
  • treehouse level: \map treehouse
  • volcano level: \map volcano


Hint: Add color to name
Enter the following color codes when entering a name at the character selection screen. The letters that follow the code will be displayed in the color listed below. Multiple color codes can be used.
  • Black: $0
  • White: $1
  • Blue: $2
  • Green: $3
  • Red: $4


Cheat: Developer Mode
This involves editting a vital game file, so make a back up of the original file before you attempt the following hack.

Locate the DevMode.lua file in your Far Cry directory. Use a text editor (like Notepad.exe) to open the file and copy all the following contents into the DevMode.lua file (replace all the original contents). Save it as a .lua file when you are done.


cl_display_hud = 1
cl_drunken_cam = 0
ThirdPersonView = 0
--p_model = "objects/characters/pmodels/hero/hero.cgf"
--Input:BindCommandToKey('#Movie:StopAllCutScenes()',"F7",1);
--Input:BindCommandToKey("\\SkipCutScene","F7",1);
-- Developer Cheat keys ---
--- non standard key bindings ---
-- Please NEWER use F9,F10 keys (reserved for debug purposes) (Vlad)
--Input:BindCommandToKey("#SwitchCameraMode()","f1",1);
-- Input:BindCommandToKey("#r_GetScreenShot=1","f12",1); -- this is now bindable
Input:BindCommandToKey("#ToggleAIInfo()","f11",1);
--Input:BindCommandToKey("#ToggleScreenshotMode()","f11",1);
Input:BindCommandToKey("#ToggleNewDesignerMode(10,15,0)","f4",1);
-- to be removed
Input:BindCommandToKey("#GotoNextSpawnpoint()","f2",1);
Input:BindCommandToKey("#MoreAmmo()","o",1);
Input:BindCommandToKey("#AllWeapons()","p",1);
Input:BindAction("SAVEPOS", "f9", "default");
Input:BindAction("LOADPOS", "f10", "default");
Input:BindCommandToKey("#ToggleNewDesignerMode(40,120,1)","f3",1);
Input:BindCommandToKey("#System:ShowDebugger();", "f8", 1);
-- to be removed
-- removed
--Input:BindCommandToKey("#Game.Save()","insert",1);
--Input:BindCommandToKey("#Game.Load()","home",1);
Input:BindCommandToKey("#DefaultSpeed()","f5",1);
Input:BindCommandToKey("#DecreseSpeed()","-",1);
Input:BindCommandToKey("#IncreseSpeed()","=",1);
--Input:BindCommandToKey("#p_single_step_mode=1-p_single_step_mode","[",1);
--Input:BindCommandToKey("#p_do_step=1","]",1);
--Input:BindCommandToKey("#TCM()",".",1);
--Input:BindCommandToKey("#e_hires_screenshoot=4","f10",1);
-- removed
--- temp variables for functions below ---
prev_speed_walk=p_speed_walk;
prev_speed_run=p_speed_run;
prev_speed_walk2=p_speed_walk;
prev_speed_run2=p_speed_run;
default_speed_walk=p_speed_walk;
default_speed_run=p_speed_run;
screenshotmode=0;
function ToggleAIInfo()
	if (not aiinfo) then
		aiinfo=1;
	else
		aiinfo=1-aiinfo;
	end
	if (aiinfo==1) then
		ai_debugdraw=1;
		ai_drawplayernode=1;
		ai_area_info=1;
	else
		ai_debugdraw=0;
		ai_drawplayernode=0;
		ai_area_info=0;
	end
end
function GotoNextSpawnpoint()
	Hud:AddMessage("[NEXT]: next spawn point");
	local pt;
		pt=Server:GetNextRespawnPoint();
	if(not pt)then     -- last respawn point or there are no respawn points
		pt=Server:GetFirstRespawnPoint(); -- try to get the first one
	end
	if(pt)then                                -- if there is one
		Game:ForceEntitiesToSleep();
		_localplayer:SetPos(pt);
		_localplayer:SetAngles({ x = pt.xA, y = pt.yA, z = pt.zA });
	end
end
function SetPlayerPos()
	local p=_localplayer
	p:SetPos({x=100,y=100,z=300});
end
-- replacement for ToggleSuperDesignerMode() and ToggleDesignerMode()
--
-- USAGE:
--  deactivate designer mode: (nil,nil,0)
--  old super designer mode (with collision): (40,120,1)
--  old designer mode (without collision): (10,15,0)
--  change values: call with (nil,nil,0) then with the new values (0.., 0.., 0/1)
--
function ToggleNewDesignerMode( speedwalk, speedrun, withcollide )
	if(SuperDesignerMode_Save1~=nil or speedwalk==nil) then
		Hud:AddMessage("[CHEAT]: Designer fly mode OFF");
 	p_speed_walk = SuperDesignerMode_Save1;
	p_speed_run = SuperDesignerMode_Save2;
		_localplayer.DynProp.gravity = SuperDesignerMode_Save3;
	_localplayer.DynProp.inertia = SuperDesignerMode_Save4;
	_localplayer.DynProp.swimming_gravity = SuperDesignerMode_Save5;
	_localplayer.DynProp.swimming_inertia = SuperDesignerMode_Save6;
	_localplayer.DynProp.air_control = SuperDesignerMode_Save7;
	_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp );
	SuperDesignerMode_Save1=nil;
	-- activate collision, parameter is 0 or 1
	_localplayer:ActivatePhysics(1);
else
	Hud:AddMessage("[CHEAT]: Designer fly mode ON");
	SuperDesignerMode_Save1 = p_speed_walk;
	SuperDesignerMode_Save2 = p_speed_run;
	SuperDesignerMode_Save3 = _localplayer.DynProp.gravity;
	SuperDesignerMode_Save4 = _localplayer.DynProp.inertia;
	SuperDesignerMode_Save5 = _localplayer.DynProp.swimming_gravity;
	SuperDesignerMode_Save6 = _localplayer.DynProp.swimming_inertia;
	SuperDesignerMode_Save7 = _localplayer.DynProp.air_control;
	p_speed_walk = speedwalk;
	p_speed_run = speedrun;
	_localplayer.DynProp.gravity=0.0;
	_localplayer.DynProp.inertia=0.0;
	_localplayer.DynProp.swimming_gravity=0.0;
	_localplayer.DynProp.swimming_inertia=0.0;
	_localplayer.DynProp.air_control=1.0;
	_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp );
	-- deactivate collision, parameter is 0 or 1
	_localplayer:ActivatePhysics(withcollide);
	end
end
function ToggleScreenshotMode()
	if(screenshotmode~=0) then
		System:LogToConsole
               ("SCREENSHOTMODE OFF-->SWITCH TO NORMAL");
		screenshotmode=0;
		hud_crosshair = "1"
		cl_display_hud = "1"
		r_NoDrawNear = "0"
		ai_ignoreplayer = "0"
		ai_soundperception = "1"
		r_DisplayInfo = "1"
	else
		System:LogToConsole("SCREENSHOTMODE ON");
		screenshotmode=1;
		hud_crosshair = "0"
		cl_display_hud = "0"
		r_NoDrawNear = "1"
		ai_ignoreplayer = "1"
		ai_soundperception = "0"
		r_DisplayInfo = "0"
	end
end
function DecreseSpeed()
	if tonumber(p_speed_walk)>5 then
		p_speed_walk=p_speed_walk-5;
		p_speed_run=p_speed_run-5;
		System:LogToConsole("Decresed player speed by 5");
	else
		System:LogToConsole("You can not go any slower!");
	end 
end
function IncreseSpeed()
	if tonumber(p_speed_walk)<500 then
		p_speed_walk=p_speed_walk+5;
		p_speed_run=p_speed_run+5;
		System:LogToConsole("Incresed player speed by 5");
	else
		System:LogToConsole("You can not go any faster!");
	end 
end
function DefaultSpeed()
	p_speed_walk=default_speed_walk;
	p_speed_run=default_speed_run;
	System:LogToConsole("Player speed reset");
end
function TeleportToSpawn(n)
	local player = _localplayer;
	local pos = Server:GetRespawnPoint("Respawn"..n);
	if pos then
		player:SetPos(pos);
		player:SetAngles({ x = pos.xA, y = pos.yA, z = pos.zA });
	end
end
-- Give the player the passed weapon, load it if neccesary
function AddWeapon(Name)
	Game:AddWeapon(Name)
	for i, CurWeapon in WeaponClassesEx do
		if (i == Name) then
		_localplayer.cnt:MakeWeaponAvailable(CurWeapon.id);
		end
	end	
end
function MoreAmmo()
	if _localplayer then
		_localplayer.cnt.ammo=999;
		Hud:AddMessage("[CHEAT]: Give 999 ammo");
		System:LogToConsole("\001CHEAT: Give 999 ammo");
	else 
		Hud:AddMessage("[CHEAT]: no ammo today");
	end
end
function AllWeapons()
	AddWeapon("AG36");
	AddWeapon("Falcon");
	AddWeapon("SniperRifle");
	AddWeapon("MP5");
	AddWeapon("RL");
	AddWeapon("Shotgun");
	AddWeapon("OICW");
	AddWeapon("P90");
	AddWeapon("M4");
	_localplayer.cnt:GiveBinoculars(1);
	_localplayer.cnt:GiveFlashLight(1);	
	Hud:AddMessage("[CHEAT]: Give all weapons");
	System:LogToConsole("\001CHEAT: Give All weapons");
end
function ToggleGod()
	if (not god) then
		god=1;
	else
		god=1-god;
	end
	if (god==1) then
		System:LogToConsole("God-Mode ON");
	else
		System:LogToConsole("God-Mode OFF");
	end
end
Input:BindCommandToKey("#ToggleGod()","backspace",1);


After you save the DevMode.lua file, start a Far Cry game by adding -devmode at the end of the games's executable and you may use the following hotkeys for cheats:
  • F1 ... Toggles FirstPerson/ThirdPerson Camera Modes
  • F2 ... Go to next checkpoint
  • F4 ... No clipping on/off
  • F5 ... Default Speed
  • F9 ... Save Current Position
  • F10 ... Load Current Position
  • F11 ... Toggle Extra Information
  • o ... Gives 999 ammo
  • p ... Gives all weapons
  • BackSpace ... Toggle GodMode
  • = ... increase speed
  • - ... decrease speed


Manual Save Cheat
It's easy to save anywhere in the game. Just open the console (the ~ or TILDE key) and type \save_game. If you can bind the command to an unused key, you will be able to quicksave any time with a press of the button. You may otherwise just type in the command normally each time you want to save.

Submitted by Lawrence Cade

Just add -DEVMODE to the end of the executable command line if the save command is not working.

Submitted by Chris Cheng

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