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 6f3c7204b4c94a2b83ea8ab1c154ede5
Type Magazine
Rarity Epic
ID 5130
Size_X 1
Size_Y 1
Size_Z 0.25
Amount 6
Count_Min 6
Count_Max 6
Calibers 1
Caliber_0 5126
Pellets 1
Spread 0.2
Ballistic_Damage_Multiplier 5.5
Range 5
Player_Damage 10
Zombie_Damage 90
Animal_Damage 50
Barricade_Damage 40
Structure_Damage 40
Vehicle_Damage 35
Resource_Damage 40
Object_Damage 40
Explosion 5277
Explosive
Tracer 48
Recoil_X 1.15
Recoil_Y 1.15
Blueprints 1
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 5130
Blueprint_0_Build 30
Delete_Empty