1×1 (1)

Inventory size

Explosive

Detonates on fuse / impact

On impact

No fuse - blows on contact

1 N

Strong throw force

1 N

Weak throw force

Damage
Combat damage
Player 0
Zombie 0
Animal 0
Other damage
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
3 blueprints
Gear
3 x
=
2 x
Gear
6 x
=
Gear
=
6 x
White Smoke Grenade 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.
Smoke 28.6 %
SWAT Supply 24.8 %
SWAT Low 9.2 %
Military Low 0 5.2 %
Mercenaries Low 4.9 %
PMC Low 4.9 %
Military Low 1 4.8 %
SWAT High 3.9 %
Military High 0 1.9 %
Military High 1 1.8 %
Mercenaries High 1.4 %
PMC High 1.4 %
Military Fort 0.4 %
No spawns on map.
Military Zombie 0 7.7 %
Military Zombie 1 7.7 %
Military Zombie Elite 1 5.6 %
Military Zombie Elite 0 3.1 %
Military Fort Zombie 0.6 %
Military Reactor Zombie 0.2 %
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 (19)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4299 CA Smoke 28.57 % 4
4375 CA SWAT Supply 24.79 % 5
4345 CA SWAT Low 9.18 % 16
4411 CA Military Zombie 0 7.65 % 16
4418 CA Military Zombie 1 7.65 % 16
4419 CA Military Zombie Elite 1 5.57 % 31
4376 CA Military Low 0 5.19 % 23
4352 CA Mercenaries Low 4.86 % 30
4304 CA PMC Low 4.86 % 30
4295 CA Military Low 1 4.76 % 23
4335 CA SWAT High 3.91 % 31
4413 CA Military Zombie Elite 0 3.06 % 30
4381 CA Military High 0 1.92 % 42
4294 CA Military High 1 1.76 % 43
4367 CA Mercenaries High 1.38 % 40
4308 CA PMC High 1.38 % 41
4434 CA Military Fort Zombie 0.61 % 47
4435 CA Military Fort 0.35 % 59
4441 CA Military Reactor Zombie 0.16 % 51
How loot works in Unturned Sections that apply to this throwable 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_Smoke_White.dat
GUID 39f1cfa87ea04348840aa81d874f57f2
Type Throwable
Rarity Rare
Useable Throwable
ID 4746

Size_X 1
Size_Y 1
Size_Z 0.25

Explosion 4083
Explosive
Explode_On_Impact

EquipAudioClip Sounds/Throwables/Equip.ogg
UseAudioClip Sounds/Throwables/Use.ogg
EquipablePrefab Items/Weapons/Throwables/CA_Smoke_White/Equipable.prefab

Blueprints
[
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this x 3
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
			"e0c7452b53d9408d8b4879060ded06ee" // Gunpowder
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "cdb2df24b76d4c6e9d8411c940d8337f" // Gear
		InputItems this x 6
		OutputItems "817d8079498b49e5b284100c56620015" // Smoke Grenade Bundle
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]

Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key Salvage