Cold Fear

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.

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