4×3 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

4 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

-20%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 1600
Structure 1600
Vehicle 2500
Resource 1000
Object 6000
Range & ballistics
Full damage at every distance up to 4 m. No falloff curve.
100%0%50%0 m4 m
Max range
4 m
Alert radius
48 m
Bullet drop
×4
1 blueprints
Salvage
=
4 x
2 x
Javelin 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.
Mesadyne Mega 6.4 %
Whitney Military Mega 6.4 %
No spawns on map.
No zombie drops.
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 (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4526 CA Mesadyne Mega 6.36 % 27
4527 CA Whitney Military Mega 6.36 % 27
How loot works in Unturned Sections that apply to this gun are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
CA_Javelin.dat
GUID 2724748956554f97b6afb476bb93752e
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 6908

Instantiated_Item_Name_Override CA_Javelin
EquipableModelParent SpineHook

Should_Delete_At_Zero_Quality true

Deleted_At_Zero_Quality_Effect 43b5eac3f37d4435a3e9e5449e3f390c

Size_X 4
Size_Y 3

Sight 6909

Ammo_Min 0
Ammo_Max 0

Safety
Semi

Caliber 6908

Firerate 50
Unplace 0.0
Replace 0.4
Action Rocket

Durability 1
Wear 8

Spread_Aim 0.1
Spread_Angle_Degrees 5.71

Equipable_Movement_Speed_Multiplier 0.8

Aiming_Movement_Speed_Multiplier 0.3

// Aim speed
Aim_In_Duration 0.8

// Fire Delay with sound
Fire_Delay_Seconds 0.7

Recoil_Min_X -0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0

Recover_X 0.3
Recover_Y 0

Shake_Min_X -0.002
Shake_Min_Y -0.0225
Shake_Min_Z -0.06
Shake_Max_X 0.002
Shake_Max_Y -0.035
Shake_Max_Z -0.08

Player_Damage 120
Zombie_Damage 3000
Animal_Damage 3000
Barricade_Damage 1600
Structure_Damage 1600
Vehicle_Damage 2500
Resource_Damage 1000
Object_Damage 6000
Projectile_Explosion_Launch_Speed 40

Explosive
Explosion 4106
Range 4

Ballistic_Force 3000

Must_Aim_To_Shoot true

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]