Cold Fear Cheat Codes: ------------ Submitted by: S.Orangzeb Under your main COLD FEAR folder there should be a folder called "Conf" and under this folder there should be a "weapons.cfg" file, you can edit this to your hearts content but to make a real impression cut and paste the folling in there. (If the file doesn't exist just create it) [code] DKWK // Config File for All the Weapons // Weapons carry mode // WEAPON_1_HAND = 0 // WEAPON_2_HAND = 1 // WEAPON_1_2_HAND = 2 // WEAPON_AXE_HAND = 3 [Weapon] DAMAGE = 30 // Pts BULLET_PER_MAGAZINE = 1 // SHOOTING_FREQUENCY = 1 // Bullet/s RELOAD_TIME = 1 // s DISTANCE_MAX = 800 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 400 // cm DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 0 //cm HITSLOW >= HITSLOW // This is the colt 45 that Tom Hansen starts out with [Colt] DAMAGE = 1000 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 5.0 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 50000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 0 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 50000 // cm MAX_BULLET = 100000 //Nb bullet HAS_FLASHLIGHT = true PRECIOUSNESS = 0.0 // [1..100]: 1: not precious, which means when the hero searches ammo // in a body, little chances are that he will find ammo for this weapon. DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 200 //cm HITSLOW >= HITSLOW // Spotlight for the COLT 45. SPOTLIGHT_OMNI_RADIUS = 150 SPOTLIGHT_CONE_RADIUS = 900 SPOTLIGHT_CONE_ANGLE = 180 SPOTLIGHT_VOLUME_CONE_ANGLE = 90 SPOTLIGHT_CONE_ANGLE_GAMEPLAY = 15 //Use to decide if an object is in the cone. SPOTLIGHT_CONE_COLOR = #FF9DE7FF SPOTLIGHT_OMNI_COLOR = #FF9DE7FF //SPOTLIGHT_VOLUME_COLOR = #FFF0E0E0 SPOTLIGHT_VOLUME_COLOR = #C09DE7FF // We suspect Darkwinds was originally going to use an // orange flashlight SPOTLIGHT_VOLUME_NORMTOLERANCE = 0.20 // MP5 that you get on the oil rig [Mpi69] DAMAGE = 500 // Pts BULLET_PER_MAGAZINE = 1000 // SHOOTING_FREQUENCY = 30 // Bullet/s RELOAD_TIME = 0.01 // s DISTANCE_MAX = 50000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 15000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 0.0 // see COLT for more info DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 0 //cm HITSLOW >= HITSLOW // Spotlight for the MP5 HAS_FLASHLIGHT = true SPOTLIGHT_OMNI_RADIUS = 150 SPOTLIGHT_CONE_RADIUS = 900 SPOTLIGHT_CONE_ANGLE = 45 SPOTLIGHT_VOLUME_CONE_ANGLE = 45 SPOTLIGHT_CONE_ANGLE_GAMEPLAY = 15 //Use to decide if an object is in the cone. SPOTLIGHT_CONE_COLOR = #FF9DE7FF SPOTLIGHT_OMNI_COLOR = #FF9DE7FF //SPOTLIGHT_VOLUME_COLOR = #FFD0E0E0 SPOTLIGHT_VOLUME_COLOR = #C09DE7FF SPOTLIGHT_VOLUME_NORMTOLERANCE = 0.20 // The 'Speargun' with the chemical that attracts zombies. // The spears also do damage. [Harpoon] DAMAGE = 10 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 5 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 3500 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 1000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info // When Tom finds the AK47 this is what he is finding. [Ak47] DAMAGE = 30 // Pts BULLET_PER_MAGAZINE = 100 // SHOOTING_FREQUENCY = 25 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 40000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton CARRY_MODE = 1 DISPERSION_ANGLE = 5 // degree FULLDAMAGE_MAXDIST = 40000 // cm MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.00 // see COLT for more info DIST_HITFLY = 0 //cm DIST_HITRECOIL = 0 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 400 //cm HITSLOW >= HITSLOW // When the grenade launcher fires a projectile. [Grenade] BOUNCINESS = 0.4 VISCOSITY = 0.9 SPEED = 1500.0 // m/sec. LIFE_TIME = 2.0 // s RANGE = 100.0 // m BOUNCE_FULL_SOUND_DIST= 6.0 // m FULL_SOUND_DIST = 6.0 // m FULL_DAMAGE_DIST = 1.5 // m NO_DAMAGE_DIST = 4.0 // m MAX_DAMAGE_VALUE = 200 // What comes out of the Harpoon gun. [Dart] BOUNCINESS = 0.3 VISCOSITY = 0.3 SPEED = 1000.0 // m/sec. LIFE_TIME = 14400.0 // s RANGE = 500.0 // m BOUNCE_FULL_SOUND_DIST = 1000.0 // m FULL_SOUND_DIST = 500.0 // m FULL_DAMAGE_DIST = 0.0 // m NO_DAMAGE_DIST = 0.0 // m MAX_DAMAGE_VALUE = 0 // The M39 Grenade Launcher [GrenadeLauncher] CARRY_MODE = 2 ENABLE_AUTOLOCK = false DISPERSION_ANGLE = 0 // degree AUTOMATIC = true BULLET_PER_MAGAZINE = 100 MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info // The Flamethrower [FlameThrower] DAMAGE = 1 // Watch it burn... SHOOTING_FREQUENCY = 0 // Bullet/s GASTANKSIZE = 100000.0 // units GASCONSUMPTION = 1.0 // units/sec MINFLAMINGTIME = 5.0 // sec CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree ENABLE_AUTOLOCK = false AUTOMATIC = true PRECIOUSNESS = 50.00 // see COLT for more info // Shotgun - Its mean't to be an XM1014 // But it could also be a SPAS 12 [ShotGun] DAMAGE = 100 // Pts BULLET_PER_MAGAZINE = 100 // Bullets in the magazine before reload SHOOTING_FREQUENCY = 5 // Bullet/s RELOAD_TIME = 0.5 // s DISTANCE_MAX = 1800 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton SHOOT_RADIUS = 45 // Degrees FULLDAMAGE_MAXDIST = 400 // cm CARRY_MODE = 1 DISPERSION_ANGLE = 0 // degree MAX_BULLET = 100000 //Nb bullet PRECIOUSNESS = 50.0 // see COLT for more info DIST_HITFLY = 300 //cm DIST_HITRECOIL = 500 //cm HITRECOIL >= HITFLY DIST_HITSLOW = 500 //cm HITSLOW >= HITSLOW // Monsters weapons // Mercenaries that have an MP5 (or any weapon used by monsters that is an MP5) [Mpi69_Merc] DAMAGE = 5 // Pts BULLET_PER_MAGAZINE = 20 // SHOOTING_FREQUENCY = 6 // Bullet/s RELOAD_TIME = 4 // s DISTANCE_MAX = 5000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 1000 // cm MAX_BULLET = 100 //Nb bullet PRECIOUSNESS = 0.0 // see COLT for more info // The Russian Mercenaries are equipped with a M4A1. This weapon belongs to them. [Colt_Merc] DAMAGE = 20 // Pts BULLET_PER_MAGAZINE = 7 // SHOOTING_FREQUENCY = 2 // Bullet/s RELOAD_TIME = 3 // s DISTANCE_MAX = 2000 // cm AUTOMATIC = false // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 0 // degree FULLDAMAGE_MAXDIST = 500 // cm MAX_BULLET = 100 //Nb bullet // Whether this is the standard claw attack or not, Im not sure of. [Weapon_Mutant] DAMAGE = 5 // Pts BULLET_PER_MAGAZINE = 30 // SHOOTING_FREQUENCY = 4 // Bullet/s RELOAD_TIME = 2 // s DISTANCE_MAX = 2000 // cm AUTOMATIC = true // true or false SHOOTING_IMPULSE = 5000 // Newton DISPERSION_ANGLE = 10 // degree FULLDAMAGE_MAXDIST = 500 // cm MAX_BULLET = 30 //Nb bullet [/code] Not the: MAX_BULLETS, BULL_PER_MAGAZINE, RELOAD_TIME and SHOOTING_FREQUENCY 3. Having trouble out running those walls of water when your placing the C4 around the s cience lab not anymore! Under your "Conf" folder there is a file called Heroes.cfg [code] DKWK [Difficulty] // configurations des niveaux de difficulté MODE_EASY_ENNEMYHANDICAP = 1.8 MODE_EASY_HEROSCALELIFE = 2.56 MODE_NORMAL_ENNEMYHANDICAP = 1.0 MODE_NORMAL_HEROSCALELIFE = 1.0 MODE_HARD_ENNEMYHANDICAP = 1.0 MODE_HARD_HEROSCALELIFE = 0.36 MODE_EXTREM_ENNEMYHANDICAP = 0.8 MODE_EXTREM_HEROSCALELIFE = 0.04 [Tom_Ps2] ANALOG_POLAR_ZERO_ZONE = 0.25 [Tom_Xbox] ANALOG_POLAR_ZERO_ZONE = 0.4 // Config File for Heroes [Tom] RELATIVE_CAMERA_CONTROL_SLERP = 20.0 // coeficient de Slerp pour interpoler la matrice utilisée // dans le calcul relative cam du calcul du héro (ouf...le commentaire...) // si ce coef est a 30 alors il n'y a pas de 'retard'(avec un FPS de 30...), plus la valeur se rapproche de 0 // plus le retard sera important (pas linéire hélas...) MAX_LIFE = 10000000 WOUNDED_RATIO = 0.25 //Under this ratio, the hero is wounded Smile WALL_SHOCK_MAX_DAMAGE = 10.0 //Lifepoint left after a breaker shock. If the player has less than this value, he died ! BREAKER_SHOCK_MAX_DAMAGE = 0.0 ATTACK_SCRATCH_DAMAGE = 30.0 // Zombie Scratch damage CAMERA_RETURN_AFTER_AUTOLOCK_ANGLE_SPEEDZ = 110.0 // vitesse a laquelle le hero se met a viser devant lui lorsqu'il a perdu/tue sa cible (degre par seconde) CAMERA_AIM_ANGLE_SPEEDZ = 200.0 // (LC : changé car modif dans code 13/08/2004 )vitesse maximale degre par seconde CAMERA_AIM_ANGLE_SPEEDX = 90.0 // vitesse maximale degre par seconde CAMERA_AIM_COLLID_RAY = 10.0 // vitesse maximale degre par seconde CAMERA_AIM_BACK_SHIFT = 45.0 // distance en arrière du héro CAMERA_AIM_RIGHT_SHIFT = 55.0 // distance à droite du héro CAMERA_AIM_FOV = 120.0 //degree CAMERA_AIM_UP_SHIFT = -4.0 // hauteur CAMERA_AIM_TARGET_UPDATE_FACTOR_X = 1.0 // coefficient lissage suivi de target (gauche/droite)pour les cameras aim (1.0F pas de retard) CAMERA_AIM_TARGET_UPDATE_FACTOR_Y = 0.9 // coefficient lissage suivi de target (avant/arriere) pour les cameras aim CAMERA_AIM_TARGET_UPDATE_FACTOR_Z = 0.9 // coefficient lissage suivi de target (haut/bas) pour les cameras aim CAMERA_AIM_TIME_TO_REACH_1X = 0.5 // Temp (En Sec) Pour Remettre La Valeur Du Pad À 1 CAMERA_AIM_TIME_TO_REACH_1Y = 0.5 // Temp (En Sec) Pour Remettre La Valeur Du Pad À 1 CAMERA_AIM_TIME_TO_REACH_0X = 0.2 // Temp (En Sec) Pour Remettre La Valeur Du Pad À 0 CAMERA_AIM_TIME_TO_REACH_0Y = 0.2 // Temp (En Sec) Pour Remettre La Valeur Du Pad À 0 CAMERA_FOLLOW_MINDIST = 150.0 // par defaut la camera follow, distance minimale par rapport à la target CAMERA_FOLLOW_MAXDIST = 200.0 // distance par defaut maximale par rapport à la target SLOW_SLIDE_ANGLE = 20 FAST_SLIDE_ANGLE = 25 CROUCH_FALL_ANGLE = 45 NUMBER_OF_ACTION_TO_EVADE = 3 TIME_TO_EVADE = 2.0 // Time to make number of action DAMAGE_BITE = 50.0 //Damage per second TIME_FOOTSTEP = 30.0 DEFAULT_COLT_AMMO = 100000 DEFAULT_MPI69_AMMO = 100000 DEFAULT_GRENADE_LAUNCHER_AMMO = 100000 DEFAULT_SHOTGUN_AMMO = 100000 DEFAULT_AK47_AMMO = 100000 // The picking volume is a cylinder whose center is the hero's traveller sphere, // radius is DISTANCE_TAKE_PICKABLE, // and height is HEIGHT_CYLINDER_TAKE_PICKABLE DISTANCE_TAKE_PICKABLE = 100.0 HEIGHT_CYLINDER_TAKE_PICKABLE = 200.0 //Orientation of the hero in degres ANGLE_TAKE_PICKABLE = 45.0 //Fow of the camera follow CAMERA_CONSTRAINT_FOV = 100.0 //degree //Position of the camera follow CAMERA_LINK_POSX = 0.0 //cm CAMERA_LINK_POSY = 120.0 //cm must be strictly positive CAMERA_LINK_POSZ = 0.0 //cm CAMERA_SIGN = 1 //Collision GLOBAL_CAPSULE_RADIUS = 59.0 //cm FAR_GLOBAL_CAPSULE_RADIUS = 59.0 //cm FAR_GLOBAL_CAPSULE_RADIUS_DIST = 20000.0 //cm COLLISION_TRAVELLER_RADIUS = 39.0 //cm ORIENT_SPEED_RATIO = 1.3 // facteur de slerp pour l'orientation du hero en relative cam ORIENT_SPEED_RATIO_RUN = 0.8 // facteur de slerp pour l'orientation du hero en relative cam (mode course) SLIDE_ADD_SPEED = 6600.0 // acceleration lineaire pour la glissade MAX_FALL_SPEED = 1000.0 // Cm seconde : vitesse maximale quand on tombe MAX_SLIDE_SPEED = 450.0 // Cm seconde : vitesse maximale quand on glisse et qu'il faut compenser MAX_NORMAL_SLIDE_SPEED = 100.0 // Cm seconde : vitesse maximale quand on glisse sans avoir a compenser (mode normal) SLIDE_STAIR_AMORTIZE_SPEED = 10000.0 // Cm seconde MOVE_AMORTIZE_SPEED = 10000.0 // Cm seconde SLIDE_AMORTIZE_SPEED = 2200.0 // Cm seconde SLIDE_CONE = 70.0 // Demi Cone dans lequel on est en slide NORMAL_SLIDE_RATIO = 0.6 // ratio appliqué sur l'augmentation de la glissade quand on a pas a compenser UNCLING_CONE = 80.0 // Demi Cone dans lequel on se decling par déplacement MAX_CLING_DIST = 120.0 MAX_CLING_SPEED = 500.0 CHECKFALL_CONE = 90.0 // code de compensation à tester pour savoir si on s'accroche //Aiming Booster AIMBOOST_THRESHOLD_Z = 15.0 // degree AIMBOOST_ENNEMY_SCAN_RADIUS = 500.0 // cm AIMBOOST_MAX_Z = 2.0 AIMBOOST_FRAMESBEFOREBLUR = 10 WALK_SPEED_FACTOR = 2 RUN_SPEED_FACTOR = 3 STRAFE_SPEED_FACTOR = 2 // Colliding chains MAX_COLLIDING_CHAIN_IMPULSE = 900.0 // The maximum impulse that a colliding chain can inflict to Tom MIN_VELOCITY_FOR_COLLIDING_CHAIN_DAMAGE = 30.0 // If the chain's dangerous node's velocity exceeds this, Tom takes a hit MIN_VELOCITY_FOR_COLLIDING_CHAIN_DAMAGE_HIT_FLY = 250.0 // If the chain's dangerous node's velocity exceeds this, Tom takes a hit fly !!! BASE_COLLIDING_CHAIN_DAMAGE_PER_MASS_UNIT = 0.5 // This constant is multiplied with he mass of the chain's dangerous node to determine damage BASE_COLLIDING_CHAIN_DAMAGE_WHEN_HITFLY = 50.0 // Min damage when Tom takes a hit fly. Warning this is the minimum FIRE_DAMAGE_PER_BONE = 10.0 FIRE_START_CONTACT_DELAY = 0.0 AUTOMATIC_FALLING_EDGE_MIN_HEIGHT = 290.0 // cm If the hole is deeper than this value, the hero always play FallEdge FALLING_DAMAGE_MIN_HEIGHT = 500.0 FALLING_DAMAGE = 50.0 FALLING_DEAD_HEIGHT = 800.0 // STRIKE STRIKE_DAMAGE = 5.0 STRIKE_MAX_DIST = 150.0 STRIKE_MAX_DIST_AIMING = 130.0 // KICK HEAD KICKHEAD_MAX_DIST = 120.0 KICKHEAD_MAX_ANGLE = 40.0 KICKHEAD_DEBUG = false // SEARCH BODY // params to enable the body search SEARCHBODY_MAX_DIST = 160.0 SEARCHBODY_MAX_ANGLE = 30.0 SEARCHBODY_DEBUG = false // params which controls the ratio between : // I found nothing and I found something (medikit or ammo) SEARCHBODY_FIND_NOTHING_RATIO = 0.50 // 0.1: will find something often, 0.9: will find nothing often SEARCHBODY_MEDIKIT_LIFEPOINT_RATIO = 0.60 // sets the ratio of DefaultLifePoint the hero will get if he finds a medikit //Specular Lighting BODY_SPECULAR_POWER = 30.0 BODY_SPECULAR_INTENSITY = 1.2 HEAD_SPECULAR_POWER = 6.0 HEAD_SPECULAR_INTENSITY = 0.4 CAMERA_FIXED_TARGET_UPDATE_FACTOR = 0.1 // coefficient lissage suivi de target pour les cameras fixes CAMERA_AIM_TARGET_UPDATE_FACTOR = 0.001 // coefficient lissage suivi de target pour les cameras aim CAMERA_TRACK_TARGET_UPDATE_FACTOR = 1.0 // coefficient lissage suivi de target pour les cameras tracking CAMERA_SPECIAL_TARGET_UPDATE_FACTOR = 1.0 // coefficient lissage suivi de target pour les cameras special (ne pas toucher) AIM_AUTOLOCK_MAX_ANGLE_RADIUS = 100.0 // rayon de l'ouverture du cone (degree) RESISTANCE_INCREASE_SPEED = 50.0 // Increase speed RESISTANCE_INCREASE_DELAY = 1.0 // After decrease, we wait this time before increase the resistance RESISTANCE_RUN_COST_SPEED = 1.0 // Decrease speed if the hero runs RESISTANCE_RUN_MIN = 0.1 // You can't run if the resistance is less than that RESISTANCE_FALLEDGE_COST_SPEED = 10.0 // Decrease speed if the hero is falling edge RESISTANCE_WALKSLIDESLOW_COST_SPEED = 5.0 // Decrease speed if the hero walk again the slide RESISTANCE_RUNWATER_COST_SPEED = 1.0 // Decrease speed if the hero run in water RESISTANCE_RUNSTAIRS_COST_SPEED = 1.0 // Decrease speed if the hero run on stairs // Normal->Aiming toggle Params AIMING_TOGGLE_BUTTON_DELAY = 0.1 // Crouch and Aiming 3d Person toggle Delay CROUCH_AIMTHIRD_TOGGLE_BUTTON_DELAY = 0.1 // Binding weapon on keypad delay BINDING_WEAPON_DELAY = 0.1 Notice the WALK_SPEED_FACTOR, RUN_SPEED_FACTOR and STRAFE_SPEED_FACTOR as well as MAX_LIFE values. Cheats: ------- Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "weapons.cfg" file in the "conf" folder in the game directory. Change any of the values as desired. Concept art: ------------ Successfully complete the game under the normal difficulty setting. Extreme mode: ------------- Successfully complete the game under the hard difficulty setting. Final Boss Fight: ----------------- When the final boss walks towards Anna, light up his back either with the AK47 or MP5, each one has the rate of fire you will need to get his attention. Then as he rushes you, run at a angle away from him then go perpendicular from the boss' path at the last second. Repeat at least four times while Anna sets those charges! After a cut scene, you must switch to the .45 pistol to finish him. You use the same dodging strategy as before but this time, you have Tom run towards the boss' left side (that will be Tom's right side) and the boss will usually miss the claw attack and instead pick up your character to crush him. Strangely, this is what you need to do. Only up close can you press the ACTION key (RED on XBOX) repeatedly to fill the action gauge to full and then press FIRE (R on XBOX) to shoot the boss at point blank range. Do this 3 times and you're done! Tips on beating enemies: ------------------------ * When fighting zombies, take your time to aim straight at their heads, since they won't hurt you from a distance. Also, if they're fighting with human enemies, wait for the brawl to end, since it will give you some advantage. * When fighting zombies in a large group, try to shoot the nearest ones down, then hurry and stomp on their heads before they get back up. * Finally, remember not to overuse your ammo, and to use the weakest weapon when possible, saving the stronger ones for tougher enemies or situations.