3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Auto

Firemodes

150 m

Range

300 RPM

Fire rate

0.2%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 5.5 4 3 3
Zombie 11 6 3 3
Animal 11 8 6
Other damage
Standard caliber
Barricade 2
Structure 2
Vehicle 2
Resource 2
Object 3
Range & ballistics
Full damage at every distance up to 150 m. No falloff curve.
100%0%50%0 m150 m
Max range
150 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 5 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±0.2°
Recovery
70% / 70%
3 blueprints
Repair
0%
+
2 x
=
100%
Tool
Repair
0%
+
=
100%
Paintball Gun Where to find this Item
100%
Kuwait map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Kuwait Civilian Guns 100.0 %
Civilian Inline 5.0 %
Kuwait Civilian 2.1 %
Kuwait Sand Pile 1.9 %
Kuwait Civilian Baskets 1.5 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Kuwait Cardboard #1 2.1%
Kuwait Cardboard #2 2.1%
Kuwait Cardboard #3 2.1%
Kuwait Sand Pile #1 1.9%
Kuwait Sand Pile #2 1.9%
Kuwait Basket #1 1.5%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
7125 Kuwait Civilian Guns 100.00 % 1
61001 Civilian Inline 5.00 % 20
7124 Kuwait Civilian 2.10 % 21
7160 Kuwait Sand Pile 1.91 % 49
7121 Kuwait Civilian Baskets 1.47 % 27
How loot works in Unturned Sections that apply to this gun 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.
Paintballgun.dat
GUID e6ca0ea1f3154a8a9e883cdb945cee03
Type Gun
Rarity Uncommon
Useable Gun
Slot Secondary
ID 5026

Size_X 3
Size_Y 2
Size_Z 0.4

Barrel 1338

Hook_Sight
Hook_Tactical
Hook_Grip

Semi
Auto

Caliber 30

Range 150
Firerate 9
Unplace 0.15
Replace 0.725
Action Trigger
Delete_Empty_Magazines

Player_Damage 5
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 10
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 10
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 2
Structure_Damage 2
Vehicle_Damage 2
Resource_Damage 2
Object_Damage 3

Durability 0.2

Spread_Aim 0.2
Spread_Hip 0.075

Ballistic_Steps 50
Ballistic_Travel 3
Ballistic_Drop 0.004

Recoil_Min_X -0.2
Recoil_Min_Y 2
Recoil_Max_X 0.2
Recoil_Max_Y 4	

Recover_X 0.7
Recover_Y 0.7

Shake_Min_X -0.02
Shake_Min_Y 0.02
Shake_Min_Z -0.1
Shake_Max_X 0.02
Shake_Max_Y -0.02
Shake_Max_Z -0.15

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 5112
Blueprint_0_Condition_0_Amount 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5026
Blueprint_1_Product 67
Blueprint_1_Products 1
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Build 27

Shared_Skin_Lookup_ID 1337

Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Guns/Paintballgun