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 |
|---|---|---|---|
| 7263 | Kuwait Deadzone Magazines | 10.00 % | 9 |
| 7265 | Kuwait Deadzone Altar | 8.57 % | 10 |
| 7260 | Kuwait Deadzone | 2.67 % | 18 |
GUID e44906310c4e4d5587c8e5416c39effb
Type Magazine
Rarity Epic
ID 5044
Size_X 1
Size_Y 2
Size_Z 0.25
Amount 20
Count_Min 4
Count_Max 20
Calibers 2
Caliber_0 5001
Caliber_1 1
Tracer 5276
Recoil_X 1.35
Recoil_Y 1.35
Range 5
Player_Damage 10
Zombie_Damage 75
Animal_Damage 45
Barricade_Damage 25
Structure_Damage 25
Vehicle_Damage 15
Resource_Damage 25
Object_Damage 25
Explosion 5277
Explosive
Blueprints 3
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 5508
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5044
Blueprint_1_Build 30
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 5556
Blueprint_2_Build 30