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Ultimate Soccer Manager 2

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Rapidly improving players :

Do not buy any coaches, but still select players to train as you usually would if you had coaches. The players will improve the selected statistic by one point each week, and youth players will improve even faster. If players are left training on this statistic when they reach 99, they will keep improving to numbers over 100.



Unlimited money:

Raise the pay of one of the coaches to 999,999,999 per week. Then, offer him a new contract. The coach will now want a contract for approximately -14000000 a week. Accept the contract to receive that amount in your account every week.



Free players :

Replace the first two digits of the price with zeros when players cost more than 23,000,000.



Extra money:

Place your best player on the transfer list for 999,999,999. He will be bought for that price within a few weeks.


FIFA 11: PC Trailer HD
James Bond 007: Blood Stone - 'Credits' Trailer HD
MN.PAR.
Star Drone
Mario Game: Nintendo Wars

 

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Nascar Revolution
re even earlier for corners, and do what you can in the garage to enhance your stopping ability. Tip 3 ----- Don't ever, ever place a wheel on the grass. The quite possibly airborne consequences can be inordinately horrific.

Hell Copter [Trainer]
to you install directory and run HC-TRN.EXE to start the trainer, then just follow instuctions.

Half-Life: Team Fortress Classic
can be done when playing a map from another mod. Change movement speed Note: This must be done on the server machine. Type "sv_cheats 1" at the console, then type "sv_friction" . Change gravity Note: This must be done on the server machine. Type "sv_cheats 1" at the console, then type "sv_gravity" . Weapon select Note: This must be done on the server machine. Type "sv_cheats 1" at the console. Change the map with the "changelevel" console command. Then, type "tf_weapon_" at the console on any machine connected to the server to select that weapon. Weapon names Use one of the following entries with the "tf_weapon_" code. Object - Weapon name Auto cannon - ac Rocket launcher - rpg Medic kit - medikit Knife - knife Super shotgun - supershotgun Flame thrower - flamethrower Railgun - railgun Remote pipe bomb - pl Grenade launcher - gl Rocket launcher - rl Tranquilizer gun - tranq Railgun - railgun Wrench - spanner Snipe farther When playing a sniper type "fov 10" at the console to double your sniping vision. Shoot with crowbar Use the following steps to use the crowbar to shoot bullets from the chaingun or flame from a pyro. Change your class to an HW or Pyro. Then, use up all your ammo from your chaingun or flamethrower. After wasting all the ammo, get out the crowbar and hold the "Right Mouse Button "(or whatever displays your special ability menu) and run over a pack of ammo. You should now be able to shoot with your crowbar. Select crowbar, then select the weapon you want to shoot. Use all of the ammo and hold the button. While holding it, press Q twice. While still holding it, get a pack of ammo. Release the button and you will be able to shoot with your crowbar. Dead scout sliding on the ground Change your class to a scout. Go in the console, type "+reload", then go underwater in any level. Go in the console and type "kill". Wait for someone to get your pack, then you will be a zombie. To respawn again, go in the console and type "-reload". Note: This trick has been disabled in the latest versions of the game. Keep same number of rounds after switching weapons Start a multi-player game and get the heavy weapons character. Have your Gatlin Gun ready and get ready to switch your gun. Have the gun that you want, ready then hold the "Left Mouse Button "for three seconds. You will hear the gun rotate. The gun you selected will have the same ammo that the other gun. This also gives you an extra 192 shots with the shotguns. Invisible spy While in Team Fortress Classic, become a spy. Press [Ctrl] to crouch. Press [Right Click] (special ability) and select "Feign". If done correctly, you will have feigned like normal, but instead of being on the surface, you are now under it and are not visible by any other players. Once you want to get out of this position, just stop "Feign". Note: This is a good trick to do in an enemy's base, as you are able to communicate with your team. This is also a good time to change disguises, while no one can see you. Purpose of Team Fortress It should be obvious, but it seems as if many players miss it. Look at the first word in "Team Fortress". Ahh, get it? Yup, this is no ordinary deathmatch game, where it''s everyone for his or herself. There are some people who play TF as such, though. If you want a disoriented frag fest, with classes, check out Future vs Fantasy (FvF). I am by no means saying such a game is bad (hell, chaos is good once in a while), but for the most part, that''s not what Team Fortress is all about. In TF, teams are pitted against each other. They have to work together in order to: 1) secure their base, and 2) score against the enemy. Sometimes scoring is done via flag capturing (a la CTF). Or sometimes it requires damaging parts of the enemy base (like in Havoc). In any case, coordination is something teams should be doing, if they want to win. Although we all love killing, being #1 on the frag list doesn''t necessarily mean you''re good at TF. If you''re fragging everybody, but letting the enemy team score against you, and not scoring against them ... you''re not a good TF player. A great killer perhaps, but it would undoubtedly be better for your team if you adapted to the TF style. So what does this all mean? Simple. You will take a rocket blast if it means protecting the flag carrier. You will patiently defend your own flag. You will tell others where the enemy is. You will go out of your way to detpack-open grates and holes. You will go after spies that threaten to backstab your teammates. You live, frag, and die for your team. And you will have a helluva fun time doing so. Defense Defending your base is one of the most important jobs you can do for your team. After all, you want to make the enemy team work if they want to score, right? Fortunately, this is one of the easier things to do in TF. Respawn points are generally near the flag, as are ammo/armor supplies. Enemies that come your way are likely to be damaged already. And most maps have choke points so that you know where they''re coming from as well. There are two types of defense: base defense and score defense. The former is the first line of defense. It''s their job to injure, if not kill, the enemy before they reach the score area. This is the role Snipers usually play: kill the enemy the moment they start heading towards your base. Engineers are also necessary. Their sentries should try to catch anyone who happens to slip past the Sniper. Players of other classes should situation themselves in whatever choke points happen to be in the map. What you don''t want to do is let a person roam around your base unscathed. Doing so is dangerous for your fellow Snipers/Engineers and more importantly, your second (and often last) line of defense. Finally, if anyone does happen to get past you, and starts heading towards the flag/score area, it''s important that you alarm your teammates. Score area defenders play a crucial role. Often, if they fail, the result is a victory for the enemy. Its their job to stop the enemy, at all costs. Unfortunately, this is a role often unfulfilled, because players get bored waiting for the enemy to come. Just remember, though, that this job is vital ... and easy. As mentioned before, it doesn''t take much to frag someone who''s gone through an entire base of hell. Offense Opposite of Defense is, of course, Offense. This is probably the more exciting job of the two. But easily the most dangerous. IMHO, there''s really no easy way to subdivide offense. There is just so much you can do to help your team. Usually, an offensive run consists of doing a wide variety of things, which hopefully make it easier for those following you to score. Some things you can do: scout (tell your teammates where Sentries are), go on a Sniper/Sentry hunt, distract the base defense, clear out a path, escort teammates, or even try to score yourself. Whatever you do, remember your team. Yes, it may be fun to camp and annoy the hell out of the enemy. But if a teammate is requesting backup, or needs to have the flag picked up, or requires health/ammo, etc., be prepared to help. I know I''m sometimes guilty of going on a simple minded fragfest, while forgetting the purpose of my mission. Sometimes you just have to break away, and sacrifice yourself for the good of the team. Once the enemy flag/key has been retrieved, you''ll obviously want to score with it if possible. If you happen to lose it, BE SURE to tell your teammates where it is. Once the flag is out in the open, the most important thing to do is to keep it alive, by merely touching it. With enough communication and teammwork, you should eventually be able to take it far enough to score. As important as offense is, be prepared to help your team defend if necessary. Obviously, it is not a good idea to send the entire team after the enemy flag, leaving yours ripe for the taking. Don''t stretch your resources too thin. Finally, injuring incoming enemy offensive units will definately help your defenders in the long run. You don''t need to chase after them, but give ''em a few rockets or nails as a greeting. :) Basic Class Tips The best thing you can do for your team is choose a class that you''re good at, and that they''re lacking. Nowadays, classes like Snipers and Engineers are a must. (So are Soldiers and Medics but a team almost always has enough of them) Please don''t choose a class if you''re not good with them, though. All you do is waste ammo and time. (Use small, really unimportant games to practice new classes, or perhaps games in which your team is simply dominating) Obviously, it''s important that you know the strengths and weaknesses of each class. Take note of the benefits and problems, and use them to predict the actions of your enemy. "Knowledge is power", so read up! Be aware of the speed differences. Namely, don''t go chasing after Scouts if you''re a Heavy Weapons Guy. If you think you have a chance of catching up (Soldier vs Demoman, go ahead and try, but don''t waste too much of your time if the pursuit turns hopeless. The Grenades Use them! Regular hand-grenades are supposedly twice as powerful as normal grenade-launcher ones. Great for parties with the enemy! Bounce them around corners, lob them onto balconies. Use them on sentries, Hwguys, other unsuspecting villains, and watch the fireworks! Also get to know the special grenades as well. Some are rather piddly, but others can result in near instant death. Nail Grenades Used by Soldiers. Somewhat powerful, and they can really clear out a room! Best used if thrown into a small room with lots of enemies. (Ever try the ammo rooms in 2fort4? Gibs of fun!) Note however, that nail grenades are notorious for causing lag and crashing servers. It''s not fun for the server to record where every nail in the grenade is. (I personally made a big boo boo when I threw, uhh, 6 or so nail grenades into the top level in Havoc32) MIRV Grenades Can we say cheap? Gobs of fun and gibs o'' plenty. These little nasties will spew forth multiple grenades, in attempt to blast open anyone within its range. They''re probably the Engineer''s worst nightmare, since many o'' MIRV has "dismantled" a sentry. EMP Grenades Used by Engineers. Not much to them. Use ''em like normal grenades. However, they pack a much LARGER punch. (Most blasts seem to result in instant death) They''re supposed to blow up the ammo of anyone in range. Maybe if you didn''t carry any ammo, you''d survive? :) Concussion Grenades These really annoy me. Basically, they cause your view to shift around automatically. Moving around is still possible, but firing is unwise (and dangerous if you''re a Soldier). I''ve heard of Medics "grenade jumping" using these things. Must be hard, but definately a good ability to have. Flash Grenades Yet another "annoying" grenade. Used by Scouts to blind their foes (momentarily) and slip through unsuspected. As with concussions, it''s usually not a good idea to fire ... who knows who or what you''ll hit? (Can we say: "Wall blast?") Hallucinogen Grenades Used by Spies. Not terribly effective, though. It''s sort of like the nail grenade, in that rooms will be cleared (for quite a long time I might add). But they''re not likely to kill anyone, unless you happen to tranquilize enemy players into them. In any case, they sort of give away the Spy. Napalm Grenades Used by Pyros. These used to be not that powerful, but in the latest version these can be deadly. Now they continuously burst into flame. They can be used to block off passages and just as good as a mirv grenade for taking out sentries. It''s great for damaging incoming enemies. Flares Finally, the last "special" grenade isn''t even a grenade at all ... it''s the flare. Used by Snipers. Flares seem to work best when used to light up those shadowy areas Snipers like to lurk in. The Sniper can now chuck the flare pretty far. But wouldn''t it have been nice what if Snipers were able to SHOOT flares, via the Sniper Rifle? Knowing the Levels One of the most important tips I can give: know the levels. Also, learn how to score in them. It never ceases to amaze me how many people take the key to the wrong place in the Rock or how many players don''t know where the control room is in Havoc. Do your teammates a favor and read the DOCs. Or at the very least, don''t pick up keys/flags if you don''t know where they go. There''s nothing more irritating than watching a teammate in the Rock bring the key to YOUR base. It''s also important to know where the choke points and Sniper / Sentry hideouts are. If you know where to expect the enemy, you''ll probably find a way to surprise THEM instead of vice versa. Also, I''ve found it much easier to bounce grenades into areas with Sentries, rather than attack one head on. :)

GEX 3D: Enter the Gecko
its. The values given to each bit for purposes of addition are left to right: 8 4 2 1 / 8 4 2 1. The total number of digits for each half is 16: 0 1 2 3 4 5 6 7 8 9 A B C D E F. The letters A through F have the values 10 11 12 13 14 15. This game uses bits to indicate whether an item is found or not found, so when an item is found, it must be added to any other found items. Hex position 0C is the number of lives. Hex 63 (99 lives) is the maximum. Hex positions 14 through 24 contain the number of "normal" or red remotes found in the 14 normal levels 1 and the 3 secret levels. The following table indicates the valid numbers and their meanings: hex 00 = no remotes found hex 01 = first remote found (stops here if only one remote in the level) hex 02 = second remote found hex 03 = first and second remotes found (bit 1 = 1 added to bit 2 = 2) (stops here if only two remotes) hex 04 = third remote found hex 05 = first and third remotes found hex 06 = second and third remotes found hex 07 = all three remotes found Hex positions 04 through 06 and the rightmost four bits of position 07 indicate the "extra" bonus remotes in each regular level ("Reward" and "Hidden"). Each byte holds info for four levels in reverse order (except hex position 07, which holds info for two levels). So a hex 0E in byte 04 means one extra remote was found in the first level and both extra remotes were found in the second level. The following table indicates which bytes contain the number of "normal" or red remotes found in the regular and secret levels and which bytes and values give the bonus remotes in the bonus levels and their corresponding level names and filenames: First area Hex 14 = Out of Toon (filenames looney30.dfx and looney30.vfx) Hex 15 = Smellraiser (horror4.dfx and horror4.vfx) Hex 0B = Gilligex Isle (boss level) hex x4 gives remote (where x is unchanged) - gillig1.dfx and gillig1.vfx Hex 08 = Aztec 2 Step (bonus level) Hex x1 gives remote (aztec16.dfx and aztec16.vfx) Hex 08 = Thursday the 12th (bonus level) Hex x2 gives remote (horror6.dfx and horror6.vfx) Second area Hex 16 = Frankensteinfeld (horror2.dfx and horror2.vfx) Hex 17 = WWW.DOTCOM.COM (circuit5.dfx and circuit5.vfx) Hex 18 = Mao Tse Tongue (kungfu02.dfx and kungfu02.vfx) Hex 0B = MooShoo Pork (boss level) Hex x8 gives remote (mooshu1.dfx and mooshu1.vfx) Hex 08 = In Drag Net (bonus level) Hex x4 gives remote (nypd01.dfx and nypd01.vfx) Hex 08 = The Spy Who Loved Himself (bonus level) Hex x8 gives remote (spy2.dfx and spy2.vfx) Third area Hex 19 = The Umpire Strikes Out (scifi10.dfx and scifi10.vfx) Hex 1A = Pangaea 90210 (prehst1.dfx and prehst1.vfx) Hex 1B = Fine Tooning (looney69.dfx and looney69.vfx) Hex 08 = I Got the Reruns (bonus level) Hex 1x gives remote (junk1.dfx and junk1.vfx) Hex 08 = Trouble in Uranus (bonus level) Hex 2x gives remote (lost01.dfx and lost01.vfx) Fourth area Hex 1C = This Old Cave (prehst2.dfx and prehst2.vfx) Hex 1D = Honey I Shrunk the Gecko (circuit9.dfx and circuit9.vfx) Hex 1E = Poltergex (train30.dfx and train30.vfx) Hex 0B = Gexzilla vs. Mecharez (boss level) Hex 1x gives remote (gexzil9.dfx and gexzil9.vfx) Hex 08 = Lizard in a China Shop (bonus level) Hex 4x gives remote (kungfu4.dfx and kungfu4.vfx) Hex 08 = Bugged Out (bonus level) Hex 8x gives remote (rezop2.dfx and rezop2.vfx) Fifth area (F1 key shows it before sixth area, but it is encountered after) Hex 1F = Pain in the Asteroids (scifi14.dfx and scifi14.vfx) Hex 09 = Chips and Dips (bonus level) Hex x1 gives remote (circuit0.dfx and circuit0.vfx) Sixth area (F1 key shows it after fifth area, but it is encountered before) Hex 20 = Samurai Night Fever (kungfu1.dfx and kungfu1.vfx) Seventh area Hex 21 = No Weddings and a Funeral (rezop3.dfx and rezop3.vfx) N/A = Channel Z (final boss level) final01.dfx and final01.vfx Hex 22 = Lava Daba Doo (secret level) prehst3.dfx and prehst3.vfx Hex 23 = Texas Chainsaw Manicure (secret level) horror5.dfx and horror5.vfx Hex 24 = Mazed and Confused (secret level) rezop1.dfx and rezop1.vfx There is a way to play the secret levels and any bonus level missed by renaming files. First, make sure all affected files in the LEVEL folder under the folder Gex3D was installed into can be restored. Probably the easiest way to play the secret levels is to move the files for the first three levels (looney30.dfx, looney30.vfx, horror4.dfx, horror4.vfx, horror2.dfx, and horror2.vfx) to a temporary folder, then copy prehst3.dfx to looney30.dfx, prehst3.vfx to looney30.vfx, horror5.dfx to horror4.dfx, horror5.vfx to horror4.vfx, rezop1.dfx to horror2.dfx, and rezop1.vfx to horror2.vfx. Now playing "Out of Toon" will actually play "Lava Daba Doo". Playing "Smellraiser" will instead play "Texas Chainsaw Manicure". And "Frankensteinfeld" will play "Mazed and Confused". To restore the files, simply move back the files from the temporary folder. As I was unable to get the "Lizard in a China Shop" bonus level to appear, I moved aztec16.dfx and aztec16.vfx to a temporary folder, copied kungfu4.dfx to aztec16.dfx, copied kungfu4.vfx to aztec16.vfx, and played the "Aztec 2 Step" bonus level.