4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

550m

Range

8.33 RPS

Firerate

0.3%

Durability Loss per Shot

Sight, Grip, Barrel

Hooks

0%

Movement Speed

-0.5 to 2 (50%)

Recoil X

2.5 to 3.2 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 36 26 19 19
Zombie 97 53 26 26
Animal 36 26 19 -
Structure Damage
Low Caliber
Damage
Barricade 20
Structure 15
Vehicle 35
Resource 15
Object 25

Magazines (4)

Magazines that can be attached to this weapon

Barrels (6)

Barrels that can be attached to this weapon

2 blueprints
Repair
0%
+
5 x
+
3 x
+
=
100%
Salvage
=
4 x
2 x
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Porto Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Special Low Guns 50.0 %
Special High Guns 27.8 %
Military Fort Guns 20.0 %
Military Reactor Guns 18.2 %
Mesadyne Low Guns 6.0 %
Special Low 5.7 %
Special High 5.1 %
Military High Guns 4.5 %
Military Fort Mega 2.5 %
Military Fort 1.9 %
Mesadyne High Guns 1.3 %
SWAT Mega 0.6 %
Mesadyne Low 0.4 %
Military High 0 0.4 %
Military High 1 0.3 %
Mesadyne High 0.1 %
No spawns on map.
Military Fort Zombie 2.7 %
Military Zombie Elite 0 0.9 %
Military Reactor Zombie 0.7 %
Military Zombie Elite 1 0.4 %
Mesadyne Low Zombie 0.4 %
Mesadyne High Zombie 0.1 %
No zombie drops.
Ernest #2 (With a gun)
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4389 CA Special Low Guns 50.00 % 2
4393 CA Special High Guns 27.84 % 5
4439 CA Military Fort Guns 20.00 % 7
4446 CA Military Reactor Guns 18.18 % 7
4485 CA Mesadyne Low Guns 5.99 % 12
4387 CA Special Low 5.65 % 13
4390 CA Special High 5.05 % 43
4384 CA Military High Guns 4.55 % 4
4434 CA Military Fort Zombie 2.68 % 48
4448 CA Military Fort Mega 2.50 % 21
4435 CA Military Fort 1.91 % 60
4488 CA Mesadyne High Guns 1.31 % 16
4413 CA Military Zombie Elite 0 0.91 % 30
4441 CA Military Reactor Zombie 0.70 % 53
4497 CA SWAT Mega 0.60 % 36
4483 CA Mesadyne Low 0.44 % 64
4381 CA Military High 0 0.42 % 42
4419 CA Military Zombie Elite 1 0.41 % 31
4490 CA Mesadyne Low Zombie 0.37 % 57
4294 CA Military High 1 0.34 % 43
4491 CA Mesadyne High Zombie 0.13 % 65
4486 CA Mesadyne High 0.07 % 69
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Weapons I
Run by CA Ernest #2 (With a gun)
You give
Porto ×1
You get
180 Exp
CA_Porto.dat
GUID f1f411eaabe74d148dd11e1744651bc2
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4074

Instantiated_Item_Name_Override CA_Bullpup
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/SMGs/CA_Whirlwind/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Porto/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Porto/Hammer.ogg


Size_X 4
Size_Y 2

Magazine 4820
Sight 4073
Barrel 4736

Hook_Sight
Hook_Grip
Hook_Barrel

Ammo_Min 10
Ammo_Max 30


Semi
Auto
Bursts 3
Safety

Attachment_Calibers 4
// Military Barrel
Attachment_Caliber_0 4001
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4012

Damage_Falloff_Multiplier 0.85 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Range 550
Bullet_Gravity_Multiplier 2.484048

Firerate 5
Action Trigger
Unplace 0.35
Replace 0.4

Player_Damage 33
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 89
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 33
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25

Durability 0.3

Spread_Angle_Degrees 8.531
Spread_Aim 0.035

Recoil_Min_X -0.5
Recoil_Min_Y 2.5
Recoil_Max_X 2
Recoil_Max_Y 3.2

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.002
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.005

Muzzle 4050
Shell 4075

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 3
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]