2 x 2 (4)

Inventory Size

Secondary

Hand Slot

Semi, Safety

Firemodes

300m

Range

1.39 RPS

Firerate

0.2%

Durability Loss per Shot

-

Hooks

0%

Movement Speed

8 to 12 (50%)

Recoil X

10 to 15 (80%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 65 40 30 30
Zombie 150 100 80 80
Animal 75 40 30 -
Structure Damage
Low Caliber
Damage
Barricade 35
Structure 35
Vehicle 40
Resource 40
Object 90

Magazines (1)

Magazines that can be attached to this weapon

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

Ace 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
Camp Weapon 40.0 %
Civilian Gun 40.0 %
Ranger Guns 34.5 %
Hunting Guns 21.8 %
Civilian Guns 12.0 %
Hunting 4.8 %
Ranger 2.9 %
Farm 2.1 %
Camp 2.0 %
Civilian 1.5 %
Baggage 1.5 %
Richmans Low 1.3 %
Files 0.8 %
Bank 0.7 %
Dumpster 0.7 %
Fisher 0.4 %
No spawns on map.
Ranger Zombie 4.3 %
Civilian Zombie 0.9 %
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
4254 CA Camp Weapon 40.00 % 3
4271 CA Civilian Gun 40.00 % 3
4457 CA Ranger Guns 34.48 % 4
4340 CA Hunting Guns 21.82 % 3
4270 CA Civilian Guns 12.00 % 5
4344 CA Hunting 4.82 % 17
4460 CA Ranger Zombie 4.31 % 17
4454 CA Ranger 2.87 % 21
4244 CA Farm 2.12 % 35
4242 CA Camp 1.97 % 33
4400 CA Civilian 1.48 % 29
4519 CA Baggage 1.47 % 100
4314 CA Richmans Low 1.26 % 39
4268 CA Civilian Zombie 0.85 % 23
4568 CA Files 0.85 % 31
4236 CA Bank 0.74 % 29
4513 CA Dumpster 0.71 % 46
4514 CA Fisher 0.36 % 42
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
250 Exp
You get
Ace ×1
You give
Ace ×1
You get
75 Exp
CA_Ace.dat
GUID fc6c79711c1949e6b00115d8fe9108bf
Type Gun
Rarity Uncommon
Useable Gun
Slot Secondary
ID 4800

EquipableModelParent SpineHook
Instantiated_Item_Name_Override CA_Revolver
FireDelayAudioClip Items/Weapons/Guns/Handguns/Revolvers/CA_Czar/FireDelay.wav
InspectAudioDef Items/Weapons/Guns/Handguns/Revolvers/CA_Ace/Inspect.ogg
RechamberAfterShotDelay 0.01
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

Unplace 0
Replace 0

Fire_Delay_Seconds 0.1

Size_X 2
Size_Y 2

Magazine 4801

Ammo_Min 2
Ammo_Max 6

Semi
Safety

Caliber 4800

Range 300
Bullet_Gravity_Multiplier 3.631

Firerate 30
Action Bolt

Damage_Falloff_Multiplier 0.85 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Player_Damage 50
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.3

Zombie_Damage 100
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.5

Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.5

Barricade_Damage 35
Structure_Damage 35
Vehicle_Damage 40
Resource_Damage 40
Object_Damage 90

Durability 0.2

Aim_In_Duration 0.2
Spread_Angle_Degrees 7.125
Spread_Aim 0.02

Recoil_Min_X 8
Recoil_Min_Y 10
Recoil_Max_X 12
Recoil_Max_Y 15

Recover_X 0.5
Recover_Y 0.8

Shake_Min_X 0.0075
Shake_Min_Y 0.005
Shake_Min_Z -0.15
Shake_Max_X 0.01
Shake_Max_Y -0.1
Shake_Max_Z -0.3

Muzzle 4056
Shell 0

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