2 x 1 (2)

Inventory Size

1

Amount

4

Blueprints

4 blueprints
Apparel
+
=
Apparel
+
=
Apparel
+
=
Apparel
+
=
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 Tables
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
CA_Vest_Cargo.dat
GUID 827fd9c2dc7045d182953a4fb6a40a09
Type Supply
Rarity Epic
ID 4035

Size_X 2
Size_Y 1
Size_Z 0.33