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.
| Spawn Id | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4388 | California Special Low Mags | 80.00 % | 2 |
| 4356 | California SWAT Mags High | 50.00 % | 2 |
| 4387 | California Special Low | 28.57 % | 6 |
| 4390 | California Special High | 15.23 % | 14 |
| 4408 | California Carepackage Armory | 9.80 % | 15 |
| 4409 | California Carepackage | 6.86 % | 30 |
| 4335 | California SWAT High | 4.20 % | 26 |
GUID f77bd5efd7f34ccbaaa522162e0a1db7
Type Magazine
Rarity Epic
ID 4068
Size_X 1
Size_Y 2
Size_Z 0.3
Amount 20
Count_Min 6
Count_Max 20
Calibers 1
Caliber_0 4068
Tracer 48
Blueprints 2
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 43
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 4068
Blueprint_1_Build 30