Cold Fear чит-файл №1

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.