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)
// 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.
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
// 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
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
// 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
// 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
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