2 x 1 (2)
Inventory Size
1
Amount
4
Blueprints
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 |
|---|---|---|---|
| 4307 | California PMC High Special | 20.44 % | 5 |
| 4386 | California Military Carrier Plate | 18.00 % | 4 |
| 4339 | California SWAT Special Low | 7.41 % | 6 |
| 4385 | California Military High Special | 7.36 % | 8 |
| 4345 | California SWAT Low | 0.63 % | 16 |
| 4308 | California PMC High | 0.50 % | 27 |
| 4335 | California SWAT High | 0.32 % | 26 |
| 4381 | California Military High | 0.18 % | 31 |
GUID 827fd9c2dc7045d182953a4fb6a40a09
Type Supply
Rarity Epic
ID 4035
Size_X 2
Size_Y 1
Size_Z 0.33