Far-Cry Cheats
Far-Cry Cheats
Posted On 7 : 45 PM 22 July 2005Below are Far-Cry cheats. Follow the Instructions to Unlock Far-Cry cheats.
Far Cry Cheats
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("
Far-Cry Cheats Viewers, Welcome to Far-Cry Cheats Section. Our Offerings include Far-Cry Cheats, hints, walkthroughs.
Far-Cry Fact: Far-Cry cheats was submitted in 2005 July on 22. Far-Cry cheats was added at 7 'th hour : 45 minute PM.
Far Cry Cheats
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("
Far-Cry Cheats Viewers, Welcome to Far-Cry Cheats Section. Our Offerings include Far-Cry Cheats, hints, walkthroughs.
Far-Cry Fact: Far-Cry cheats was submitted in 2005 July on 22. Far-Cry cheats was added at 7 'th hour : 45 minute PM.