5 x 2 (10)
Inventory Size
Primary
Hand Slot
Semi, Auto, Safety
Firemodes
300m
Range
8.33 RPS
Firerate
0.18%
Durability Loss per Shot
Sight
Hooks
0%
Movement Speed
0.5 to 1.7 (50%)
Recoil X
1.7 to 2.7 (50%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 39 | 26 | 19 | 19 |
| Zombie | 128 | 59 | 29 | 29 |
| Animal | 36 | 26 | 19 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 30 |
| Structure | 25 |
| Vehicle | 35 |
| Resource | 35 |
| Object | 50 |
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.
Kostyor
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4468 | CA BBunker Richmans Guns | 7.60 % | — | 12 |
| 4466 | CA BBunker Richmans Low | 0.18 % | — | 57 |
| 4467 | CA BBunker Richmans High | 0.14 % | — | 61 |
GUID 13d4d25a285440dcba452ba17626d41a
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4804
Instantiated_Item_Name_Override CA_Kostyor
EquipableModelParent SpineHook
Unplace 0
Replace 0
Size_X 5
Size_Y 2
Magazine 4805
Barrel 6167
Hook_Sight
Ammo_Min 5
Ammo_Max 20
Semi
Auto
Safety
Attachment_Calibers 1
// Electronic Sights
Attachment_Caliber_0 4010
Magazine_Calibers 1
Magazine_Caliber_0 4804
Damage_Falloff_Multiplier 0.85
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0
Range 300
Bullet_Gravity_Multiplier 4
Firerate 5
Action Trigger
Player_Damage 33
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3
Animal_Damage 33
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 30
Structure_Damage 25
Vehicle_Damage 35
Resource_Damage 35
Object_Damage 50
Durability 0.18
Spread_Angle_Degrees 16.699
Spread_Aim 0.02
Recoil_Min_X -0.5
Recoil_Min_Y 1.7
Recoil_Max_X -1.7
Recoil_Max_Y 2.7
Recover_X 0.5
Recover_Y 0.5
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.003
Muzzle 4050
Shell 4151
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
}
]