1×2 (2)

Inventory size

Any

Hand slot

1.75 m

Range

0.75%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 16.5 12 9 9
Zombie 19.5 15 12 12
Animal 16.5 9 4.5
Other damage
Standard caliber
Barricade 2
Structure 2
Vehicle 15
Resource 25
Object 15
4 blueprints
Repair
0%
+
2 x
=
100%
Salvage
Apparel
+
=
Tool
Laser Pointer 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.
Civilian Melee 10.6 %
Camp Melee 5.4 %
Civilian 4.9 %
Richmans Low 4.2 %
Baggage 3.9 %
Files 2.8 %
Bank 2.5 %
Dumpster 2.3 %
Camp 1.5 %
Fisher 1.2 %
No spawns on map.
Civilian Zombie 3.0 %
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Suitcase #5 3.9%
Desk #1 2.8%
Dumpster #1 2.3%
Files #1 1.4%
Files #2 1.4%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (11)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4278 CA Civilian Melee 10.64 % 12
4257 CA Camp Melee 5.38 % 8
4400 CA Civilian 4.93 % 29
4314 CA Richmans Low 4.19 % 40
4519 CA Baggage 3.91 % 100
4268 CA Civilian Zombie 3.02 % 23
4568 CA Files 2.81 % 31
4236 CA Bank 2.46 % 29
4513 CA Dumpster 2.35 % 45
4242 CA Camp 1.51 % 33
4514 CA Fisher 1.19 % 42
How loot works in Unturned Sections that apply to this melee 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_Laser.dat
GUID 05f416c5c650470ea3dcffa0f95db7ff
Type Melee
Useable Melee
Slot Any
ID 6062

Size_X 1
Size_Y 2
Size_Z 0.3
Size2_Z 0.3

Range 1.75
Strength 1.5
Weak 0.37
Strong 0.37
Stamina 10

Should_Delete_At_Zero_Quality true

Deleted_At_Zero_Quality_Effect 43b5eac3f37d4435a3e9e5449e3f390c

Player_Damage 15
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 15
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3

Animal_Damage 15
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.6
Animal_Skull_Multiplier 1.1

Barricade_Damage 2
Structure_Damage 2
Vehicle_Damage 15
Resource_Damage 25
Object_Damage 15

Light

Durability 0.75
Wear 2

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems this x 2
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "72cc2bb386714968bde623f143e73aad" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

SpotLight_Enabled true
SpotLight_Range 150
SpotLight_Angle 0.005
SpotLight_Intensity 4
SpotLight_Color #FF3839

AttackAudioClip core.masterbundle:Sounds/MeleeAttack_02.mp3