5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

40m

Range

0.83 RPS

Firerate

0.25%

Durability Loss per Shot

Sight, Grip

Hooks

0%

Movement Speed

-10 to 10 (60%)

Recoil X

35 to 40 (60%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 26 17 15 15
Zombie 44 32 28 28
Animal 48 32 28 -
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%
+
5 x
+
2 x
+
=
100%
Salvage
=
3 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.

Doorkicker 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
SWAT Guns Low 33.3 %
Police High Guns 25.0 %
Research Guns 19.7 %
SWAT Guns High 18.9 %
Research Special Guns 7.0 %
Research High Guns 5.1 %
SWAT High 4.0 %
Research 3.5 %
SWAT Low 3.1 %
Police High 2.7 %
SWAT Mega 2.5 %
Research Special Low 2.4 %
Research High Stash 1.2 %
Research Special High 0.8 %
Research High 0.6 %
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
4336 CA SWAT Guns Low 33.33 % 2
4322 CA Police High Guns 25.00 % 3
4347 CA Research Guns 19.70 % 6
4355 CA SWAT Guns High 18.87 % 5
4406 CA Research Special Guns 7.03 % 8
4285 CA Research High Guns 5.05 % 11
4335 CA SWAT High 4.00 % 31
4315 CA Research 3.54 % 31
4345 CA SWAT Low 3.09 % 16
4323 CA Police High 2.73 % 26
4497 CA SWAT Mega 2.52 % 36
4346 CA Research Special Low 2.42 % 47
4563 CA Research High Stash 1.24 % 38
4316 CA Research Special High 0.76 % 25
4284 CA Research High 0.60 % 57
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
400 Exp
You get
Doorkicker ×1
You give
Doorkicker ×1
You get
120 Exp
CA_Doorkicker.dat
GUID 2d3ff912868042b1a751d321bc8ec5f3
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 4526

Size_X 5
Size_Y 2

InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Doorkicker/Inspect.ogg

EjectAfterHammerDelay 0.55
RechamberAfterShotDelay 0.01
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

Instantiated_Item_Name_Override CA_Shotgun_0
EquipableModelParent SpineHook


Magazine 4198

Hook_Sight
Hook_Grip

Ammo_Min 1
Ammo_Max 6

Semi
Safety

Attachment_Calibers 2
// Picatinny Rail Caliber
Attachment_Caliber_0 4003
// Electronic Sights Caliber
Attachment_Caliber_1 4010

Magazine_Calibers 2
// 6x Shells Caliber
Magazine_Caliber_0 4008

Range 40
Firerate 50
Action Bolt

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.3

Unplace 0
Replace 0

Player_Damage 22
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 40
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
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 0.7

Ballistic_Steps 1

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 -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 4052
Shell 4049

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				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 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]