4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

200m

Range

13.89 RPS

Firerate

0.2%

Durability Loss per Shot

Sight, Tactical, Grip, Barrel

Hooks

0%

Movement Speed

-1.2 to 1.2 (100%)

Recoil X

1.5 to 1.75 (100%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 24 17 13 13
Zombie 66 36 18 18
Animal 24 17 13 -
Structure Damage
Low Caliber
Damage
Barricade 10
Structure 10
Vehicle 23
Resource 12
Object 15

Magazines (3)

Magazines that can be attached to this weapon

Barrels (6)

Barrels that can be attached to this weapon

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

Tensor 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
Military High Guns 9.1 %
Special High Guns 5.7 %
Military High 0 0.8 %
Special High 0.8 %
Military High 1 0.7 %
Military Fort 0.2 %
No spawns on map.
Military Zombie Elite 0 1.8 %
Military Zombie Elite 1 0.8 %
Military Fort Zombie 0.4 %
Military Reactor 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
4384 CA Military High Guns 9.09 % 4
4393 CA Special High Guns 5.68 % 5
4413 CA Military Zombie Elite 0 1.82 % 30
4381 CA Military High 0 0.84 % 42
4419 CA Military Zombie Elite 1 0.83 % 31
4390 CA Special High 0.76 % 43
4294 CA Military High 1 0.67 % 43
4434 CA Military Fort Zombie 0.36 % 48
4435 CA Military Fort 0.15 % 60
4441 CA Military Reactor Zombie 0.10 % 53
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
Tensor ×1
You get
180 Exp
CA_Tensor.dat
GUID 645c87c8d12d4bdf8440e1c98953d7c3
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 4180

Instantiated_Item_Name_Override CA_Tensor

Size_X 4
Size_Y 2

Use_Auto_Icon_Measurements true

Magazine 4182

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 15
Ammo_Max 30


Semi
Auto
Safety

Attachment_Calibers 4
// SMG Barrel
Attachment_Caliber_0 4011
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4119

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 0.7

Range 200
Firerate 3
Action Trigger
Unplace 0
Replace 0

Player_Damage 22
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 60
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 22
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 23
Resource_Damage 12
Object_Damage 15

Durability 0.2

Spread_Angle_Degrees 8.531
Spread_Aim 0.1

Recoil_Min_X -1.2
Recoil_Min_Y 1.5
Recoil_Max_X 1.2
Recoil_Max_Y 1.75

Recover_X 1
Recover_Y 1

Shake_Min_X -0.005
Shake_Min_Y 0.003
Shake_Min_Z -0.005
Shake_Max_X 0.005
Shake_Max_Y -0.003
Shake_Max_Z -0.008

Muzzle 4050
Shell 4047

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 4" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]