3 x 2 (6)

Inventory Size

Secondary

Hand Slot

Semi, Safety

Firemodes

30m

Range

1.04 RPS

Firerate

0.25%

Durability Loss per Shot

-

Hooks

0%

Movement Speed

-10 to 10 (60%)

Recoil X

35 to 40 (60%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 19 12 10 10
Zombie 38 28 24 24
Animal 42 28 24 -
Structure Damage
Low Caliber
Damage
Barricade 10
Structure 7
Vehicle 10
Resource 10
Object 30

Magazines (3)

Magazines that can be attached to this weapon

2 blueprints
Repair
0%
+
4 x
+
2 x
+
=
100%
Salvage
=
3 x
3 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.

Shorty 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
Militia Germany Guns 28.6 %
Militia Russia Guns 28.6 %
Mercenaries Guns 21.1 %
PMC High Guns 21.1 %
PMC Low Guns 20.5 %
PMC Special High Guns 17.5 %
Richmans Guns 14.3 %
Richmans High 3.6 %
Mercenaries High 3.5 %
PMC High 3.5 %
Militia Germany 1.8 %
Militia Russia 1.6 %
Mercenaries Low 1.3 %
PMC Low 1.3 %
PMC Special High 1.1 %
Militia Sawmill 0.7 %
Richmans Low 0.5 %
No spawns on map.
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
4403 CA Militia Germany Guns 28.57 % 3
4396 CA Militia Russia Guns 28.57 % 3
4349 CA Mercenaries Guns 21.05 % 5
4306 CA PMC High Guns 21.05 % 5
4302 CA PMC Low Guns 20.51 % 4
4362 CA PMC Special High Guns 17.54 % 6
4310 CA Richmans Guns 14.29 % 5
4313 CA Richmans High 3.57 % 12
4367 CA Mercenaries High 3.55 % 40
4308 CA PMC High 3.55 % 41
4402 CA Militia Germany 1.77 % 15
4395 CA Militia Russia 1.56 % 19
4352 CA Mercenaries Low 1.31 % 30
4304 CA PMC Low 1.31 % 30
4361 CA PMC Special High 1.11 % 29
4399 CA Militia Sawmill 0.71 % 50
4314 CA Richmans Low 0.54 % 39
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
Shorty ×1
You get
120 Exp
CA_Shorty.dat
GUID 7e81162c4bcd47a08da5904109eb371d
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 4098

InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Doorkicker/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Shotguns/CA_Doorkicker/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Shotguns/CA_Doorkicker/Hammer.ogg

EjectAfterHammerDelay 0.1
RechamberAfterShotDelay 0.01
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

Instantiated_Item_Name_Override CA_Shotgun_0
EquipableModelParent SpineHook

Size_X 3
Size_Y 2

Magazine 4198

Ammo_Min 1
Ammo_Max 6

Semi
Safety

Magazine_Calibers 2
// 6x Shells Caliber
Magazine_Caliber_0 4008

Range 30
Firerate 40
Action Bolt

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.2

Unplace 0
Replace 0

Player_Damage 17
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.72
Player_Skull_Multiplier 1.15

Zombie_Damage 35
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 35
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 30

Durability 0.25

Spread_Angle_Degrees 5.71
Spread_Aim 0.8

Ballistic_Steps 1
Ballistic_Travel 30

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.3
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.4

Muzzle 4052
Shell 4049

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