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Cold Fear (PC)

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Cheat Codes

Better weapons

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 or use the following example.

[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  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 means when body is searched, there is very little chance for ammo
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 // 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.
[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 meant 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

// Could be the standard claw attack

[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]

Better character

Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "heroes.cfg" file in the "conf" folder in the game directory. Change any of the values as desired or use the following example.

[code]
DKWK

[Difficulty]
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

MAX_LIFE = 10000000
WOUNDED_RATIO = 0.25 // Less than this ratio, the hero is wounded

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
CAMERA_AIM_ANGLE_SPEEDZ = 200.0
CAMERA_AIM_ANGLE_SPEEDX = 90.0
CAMERA_AIM_COLLID_RAY = 10.0
CAMERA_AIM_BACK_SHIFT = 45.0
CAMERA_AIM_RIGHT_SHIFT = 55.0
CAMERA_AIM_FOV = 120.0 // In degrees
CAMERA_AIM_UP_SHIFT = -4.0
CAMERA_AIM_TARGET_UPDATE_FACTOR_X = 1.0
CAMERA_AIM_TARGET_UPDATE_FACTOR_Y = 0.9
CAMERA_AIM_TARGET_UPDATE_FACTOR_Z = 0.9
CAMERA_AIM_TIME_TO_REACH_1X = 0.5
CAMERA_AIM_TIME_TO_REACH_1Y = 0.5
CAMERA_AIM_TIME_TO_REACH_0X = 0.2
CAMERA_AIM_TIME_TO_REACH_0Y = 0.2
CAMERA_FOLLOW_MINDIST = 150.0
CAMERA_FOLLOW_MAXDIST = 200.0

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 traveler 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 degrees
ANGLE_TAKE_PICKABLE = 45.0

//Field of view of the camera follow
CAMERA_CONSTRAINT_FOV = 100.0 // in degrees

//Position of the camera follows
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
ORIENT_SPEED_RATIO_RUN = 0.8

SLIDE_ADD_SPEED = 6600.0
MAX_FALL_SPEED = 1000.0 // cm per second
MAX_SLIDE_SPEED = 450.0 // cm second
MAX_NORMAL_SLIDE_SPEED = 100.0 // cm per second

(mode normal)
SLIDE_STAIR_AMORTIZE_SPEED = 10000.0 // cm per second
MOVE_AMORTIZE_SPEED = 10000.0 // cm per second
SLIDE_AMORTIZE_SPEED = 2200.0 // cm per second
SLIDE_CONE = 70.0

NORMAL_SLIDE_RATIO = 0.6

UNCLING_CONE = 80.0
MAX_CLING_DIST = 120.0
MAX_CLING_SPEED = 500.0

CHECKFALL_CONE = 90.0

//Aiming Booster
AIMBOOST_THRESHOLD_Z = 15.0 // degrees
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 flying hit
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 : finding nothing and finding 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
CAMERA_AIM_TARGET_UPDATE_FACTOR = 0.001
CAMERA_TRACK_TARGET_UPDATE_FACTOR = 1.0
CAMERA_SPECIAL_TARGET_UPDATE_FACTOR = 1.0

AIM_AUTOLOCK_MAX_ANGLE_RADIUS = 100.0 // in degrees

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 // Cannot run if the resistance is less than this value
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

Unlockables

Concept art

Successfully complete the game under the normal difficulty setting.
apivmrangt uetv

Extreme mode

Successfully complete the game under the hard difficulty setting.

Hints

Defeating zombies

  • Take your time to aim directly at their heads. They will not hurt you from a distance. If they are fighting with human enemies, wait for the brawl to end to get an advantage.
  • When fighting zombies in a large group, try to shoot the nearest ones down, then quickly stomp on their heads before they get back up.

Defeating the final Boss

When the final Boss walks towards Anna, shoot his back with the AK47 or MP5. Each of those weapons has the rate of fire you will need to get his attention. As he rushes you, run at a angle away from him then move perpendicular from the Boss' path at the last moment. Repeat this at least four times while Anna sets the charges. After the cinematic, must switch to the .45 pistol to finish him. Use the same dodging strategy as before, but this time have Tom run towards the Boss' left side (Tom's right side). The boss will usually miss the claw attack and will instead pick up your character to crush him. When up close to it, press [Action] repeatedly to fill action gauge to full then press [Fire] to shoot the Boss at point blank range. Repeat this three times to win.

Video

Walkthrough

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Strategy guides from GameFAQs

Published strategy guides

Trainer: All bonuses unlocked by TNT

Trainer: +4 by aSx

Trainer: +10 by Ages

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