Cold Fear Cheatmode: ---------- 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. For exemple the pickable 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. For exemple the pickable 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.