Assault Coop Mod is all about co-op! Each map will include save points, objectives, events, and even a mini-storyline to it. Players will be able to make tactical plans to take out enemy strongholds. You will fight to complete the mission along with your friends and along with some AI allies. Coop mappers can customize their maps with over 20+ custom/edited triggers. Survival, Waves, Campaign, Escort, Tower Defense style maps? Yes they can be made in Far Cry with Assault Coop Mod

So far its just myself(flameknight7). I am recruiting people to join the team!

If you'd like to turn your map into co-op style for this mod, plz inform me.
recruiting members to join the modding team. let us expand the co-op of farcry :D
for suggestions, questions, and so on
e-mail me at

-completely redid all scripts
-remove over 200+ unnessary scripts
-opimized scripts
-updated to work with dedicated servers
-client can hear idle/death AI sounds
-added team spawn points
-added medictool/scouttool pickups
-added notify text for keycards
-upddated creature generator
-add custom creature generators
-added custom triggers - custom triggers work on dedicated servers
-added preset AI behavior scripts for creature gen
-add custom AI characters
-stealth sniper
-only coop gamemode
-customize color and character select for coop gamemode
-updated prox/proxKey triggers
-better zoom focus
-flashbangs work with AI in mp
-cleared out class registery
-added friendfire for speices
-AI melee works on dedicated servers
-update currentMission for custom HUD messages
-helmets/shields/lights are synced with clients
-new AI multi behavior for easier mapping/setting up patrols
-added price/shen weapon pack
-music mood works for clients
-AI mission paths (AI defined path for an objective)
-included house,city,graveyard,road,vegetation, etc model packs
-updated zombie behavior
-3 adjustable difficulties. newbie, amateur, and realistic
-scouttool can be used as landmine
-single fire mode for weapons
-updated sound scripts for weapons
-added admin spawn command to spawn chosen entity script
-added AI wave entity
-added admin AI wave set up commands
-AI wave setup for creating server
-added respawn ticket system
-added toggle on/off for ticket system and reinforcement time
-added admin ticket commands
-added player/AI counter and tickets on hud
-added show AI on radar command
-added sound signal command (useful for mission text)
-sound player/ sound event custom entities sync with client
-compass feature (see AI on radar)
-added bomb entity
-added multiply signal entity
-spawn generator random spawn point option
-updated hit flesh particle effects
-added player model change entity
-admin spawn entity go to all player positions
-added projectile mortar entity
-updated creature generator - up to 5 models can be spawned randomly
-updated zombie generator - up to 10 models can be spawned randomly
-added 4 preset texture mercenaries for each mercenary type
-added gr_crosshair option
-added total AI kills to scoreboard
-automatic doors work on dedicated server
-delay trigger work on dedicated server
-updated creature generator- added random up to 3 AI character and 3 weapon-pack
-area trigger work on dedicated server
-flying fox work on dedicated server
-added waveGenerator entity
-added PresetMercGenerator
-added PresetZombieGenerator
-added score trigger

campaign maps to campaign coop:
-Training- 100%
-Carrier- 100%
-Fort- 100%
-Pier- 100%
-Research- 100%
-Treehouse- 100%
-Bunker- 100%
-Steam- 100%
-Regulator- 50%
-Control- 30%
-Rebellion- 30%
-Archive- 30%
-Cooler- 20%
-Boat- 20%
-Catacombs- 20%
-River- 20%
-Swamp- 20%
-Factory- 20%
-Dam- 20%
-Volcano- 20%
*note: each map has to converted
*work to do: player spawning, AI spawning, hidden weapons, reinforcements, sound adjustment, optimizing, balancing, testing, debugging, mission objectives

-Lobby- 70%
*great level for players to mess around and decide what available coop maps to play.

work to do:
-scripting -complete 99%
-mapping -10/20 maps farcry campaign 60%
-additional maps
-all original stock maps modified for coop
-object package - complete 99%

for more progress and updates check out

Image RSS Feed Latest Screens
More Pre-Textured Mercs! ac_UnsafeSituation ac_UnsafeSituation
Blog RSS Feed Post news Report abuse Latest News: Assault Coop updates and Campaign Coop

8 comments by flameknight7 on Sep 22nd, 2010

Assault Coop is nearing its completion with more bug-fixes and additions each coming moment. Campaign coop will be featured in the first release of Assault Coop v3.0. Also, there is a new implemented random spawn system that turns each experience to a new one.

Campaign Coop will change the original far cry single campaign to work for coop. In Assault Coop the campaign maps have random number, position, and behavior of the AI so that each play through won't always be the same. Players can expect a much more difficult campaign with stealthy snipers, greater number of AI, fierce gunfire, and even hidden item spawns.

Here is recent game play footage of a original map and convert to coop.

The updated random spawn system allows easier and faster map setup. Mappers can complete AI setup much quicker, allow players to have a different experience, and give more re-playability to the maps.

Here is another video of gameplay with ZOMBIES :D The setup time for the zombie waves was around 5 minutes and you can achieve some fun results.

More updates include additional pre-textured models and improved blood particle effects. They are added to give much more variety to the enemies. No more seeing the same 10 models like in the previous versions. With the updated spawn generators, mappers can choose a much wider variety of mercenaries to face the players. Also, who doesn't want more blood when killing the bad guys?

More Pre-Textured Mercs! Improved Blood Particle Effect

Custom maps by me(Flameknight7) will be in the release and shall include the .cry files so coop mappers will able to use them as reference. In case if you missed it, here are several shots of custom maps.

ac_UnsafeSituation Map: ac_TownSwipe ac_QuietVillage Map: ac_Chua

The release of Assault Coop v3.0 will include:
- Campaign Coop (yes all 20 original maps for coop)
- FFA/TDM maps - wave game mode (waves of enemies spawn)
- ASSAULT maps - coop game mode (clear out the bases)
- ASSAULT PX maps - defense game mode (defend the flag from enemy capture)
- custom maps
- custom model packs
- Flameknight7's Assault Coop mappers guide
- a whole bunch of other features and bug-fixes that can't fit here

I'm (Flameknight7 aka Jackie Siu) the only person working on this mod.
If you would like to contribute, help, give suggestions, have questions, and so on just drop me an e-mail at

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Assault Coop v3.0 beta patch 01

Assault Coop v3.0 beta patch 01

Mar 24, 2011 Patch 2 comments

quick fix for 3 mp stock maps. fixed AI spawn issue for mp_monkeybay,mp_monkeybay_n, and mp_surf.

Asssault Coop v3.0 Beta

Asssault Coop v3.0 Beta

Mar 23, 2011 Full Version 23 comments

Hello this is Flameknight7 aka Jackie Siu! Assault Coop mod was put together for your coop gaming enjoyment. This is a beta of version 3 of Assault Coop...

Assault Coop Zombie Teaser

Assault Coop Zombie Teaser

Jan 16, 2009 Trailers 1 comment

a little teaser for the updated zombies for Assault Coop mod.

Assault Coop Campaign Gameplay Video

Assault Coop Campaign Gameplay Video

Jan 11, 2009 Trailers 7 comments

this is some test gameplay for the campaign coop gamemode with me(flameknight7) and my brother(aquaknight7). This vid shows footage from the 1st and 2nd...

Assault Coop Spawn Menu Demonstration

Assault Coop Spawn Menu Demonstration

Jan 5, 2008 Full Version 3 comments

This is a demonstration of using the spawn menu in Assault Coop Mod

Zombie pack preview

Zombie pack preview

Oct 7, 2007 Movies 1 comment

this is a preview vid of the zombie pack add on for assault coop lan.

Post comment Comments  (60 - 70 of 928)
MrBoroda Mar 26 2011, 1:42am says:

And how can I use spawn menu and noclip?

+1 vote     reply to comment
flameknight7 Creator
flameknight7 Mar 26 2011, 1:46am replied:

version 3.0 is focus more on gameplay and optimization. there is no spawn menu but there is an entity spawner option in the admin menu. Just type in the entity name like "buggy" and it will spawn on you "in-game".

In version 2.0 and under have the spawn menus for you to mess around with.

+1 vote   reply to comment
Jerkakame Online
Jerkakame Apr 1 2011, 7:25am replied:

Are you gonna add the awesome spawn menu later?

+1 vote     reply to comment
flameknight7 Creator
flameknight7 Apr 1 2011, 7:35am replied:

i can import it somehow in the future but for now you could just mess around with v2.0 and spawn AI madly. In v3.0 i focused more on players being able to play without having to set up the AI and have optimized gameplay

+1 vote   reply to comment
MrBoroda Mar 26 2011, 1:26am says:

How can I become invisible to npc?

+1 vote     reply to comment
flameknight7 Creator
flameknight7 Mar 24 2011, 7:27pm says:

hmm apparently i just noticed that i submitted older version of some of the mp stock maps. Only mp_radio, mp_dam, and i believe mp_airstrip work fine however the others have spawning issues. Don't worry the campaign maps are fine. I'll post a quick patch to fix the stock mp maps but i bet players only care for the campaign maps

+1 vote   reply to comment
flameknight7 Creator
flameknight7 Mar 24 2011, 7:56pm replied:

ok i tested them and its only the mp_monkeybay, and the night version, and mp_surf that are broken. mp_airstrip and mp_dam are clear out the base maps. the others are wave defense maps. To increase the amount of minimum amount of guys left to show up on your radar you can adjust "gr_WaveCompass" in your console.

+1 vote   reply to comment
Marvin_hun Mar 24 2011, 9:41am says:

Nice work, flameknight7!

I downloaded and started the mod + tested the first part of the Fort map. Let me ask some questions:
1. - How can I disable that bloody-effect? This game doesn't need many many blood.
2. - The player couldn't pickup ammos from the corpses, just the weapon if he hasn't yet (for example: the rocket launcher, but without any rocket)
3. - How can I disable those extra enemies? We would like to fighting only with the originals, because this too many enemies kill the game's tactic style.
4. - In the server-creating menu I couldn't select some boxes with the mouse (time-limit; compass...etc., only with TAB + selecting with SPACE)
5. - When I disabled the time-limit (set to zero) the HUD wrote "@notimelimit" continuosly on the upper right corner.
6. - Very good thing that the actual objective is on the HUD.
7. - In the bunker map, there is an elevator at the start. If I die after using the elevator how can I call it back to the original place?

Please don't misunderstand me, I had only 5-10 mins to start 2 maps, but this is a VERY GREAT MOD!!! The moving animations of the AI is MUCH BETTER than in the original game, much easier to follow them with the ironsight now!

Thank you for this mod!

+1 vote     reply to comment
flameknight7 Creator
flameknight7 Mar 24 2011, 5:16pm replied:

1.- you can disable the blood by taking out the "ZZZZEFECTSZZZZ.pak" file in the FCData folder of my mod.

2.- i made the ammo clips realistic (sort of) depending how much the enemy shot is how much ammo is left in the clip. The RL is one shot. SO you have to kill and take his gun before he shots or after he reloads.

3.- the number of enemies is generated randomly on each section of the maps but is increased a bit more. There is no option as of yet to low the amount for campaign coop.

4.- it is due to the resolution i believe. I had some issue like that on smaller resolutions but seemed to work fine on higher

+1 vote   reply to comment
flameknight7 Creator
flameknight7 Mar 24 2011, 5:23pm replied:

5. - well i believe its the different language pack but on mine it says "no time limit" but i will remove it completely if its 0 on an update.
6. - yes i actually had many issues of people testing but didnt know where the objectives were...
7. - i believe there was a switch to call it back but i think i took it out so you wouldn't come back up (dont remember sry lol)

+1 vote   reply to comment
deathteam15 Mar 23 2011, 6:18pm says:

Nice, will there be a description of it with the download? Also, where have you been? (don't have to tell if you'd rather not :P) and are you back to work? (no pressure) :)

+1 vote     reply to comment
flameknight7 Creator
flameknight7 Mar 23 2011, 7:21pm replied:

yea things arent going so well for me. so i have to release an early beta

+1 vote   reply to comment
deathteam15 Mar 23 2011, 7:34pm replied:

Ooof hard times :/, all the best though, hope you get through it :)

+1 vote     reply to comment
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Released Mar 2011
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Assault Coop
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