4×2 (8)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

200 m

Range

39 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 110 65 40 65
Zombie 137.5 75 37.5 37.5
Animal 500 500 500
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
100%0%50%0 m200 m
Max range
200 m
Alert radius
2 m
Bullet drop
×6
Recoil
10°15°aim
Control
Moderate
Simulation
Semi, 5 taps · 0.7 rps
Side bias
Random side-to-side
Up kick / shot
2.5°
Side kick / shot
±1°
Recovery
100% / 100%
2 blueprints
Repair
0%
+
6 x
+
=
100%
Tool
+
=
4 x
Spawn tables (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32056 Rio Camping Weapons 13.67 % 7
32055 Brazil Camping Rio 3.07 % 123
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.
Rio_Crossbow.dat
GUID caefbede56b04ef2ac3c18f555b11b74
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 34044

Instantiated_Item_Name_Override Rio_Crossbow
EquipableModelParent SpineHook

Size_X 4
Size_Y 2

Shared_Skin_Lookup_ID 346
Shared_Skin_Apply_Visuals False

Alert_Radius 2
Barrel 354
Sight 34044
Magazine 34047

Hook_Sight
Hook_Tactical

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Requires_NonZero_Attachment_Caliber true

Attachment_Calibers 6
// iron sight
Attachment_Caliber_0 36233
// bayo, lights
Attachment_Caliber_1 36226
// scopes
Attachment_Caliber_2 36230
// sights
Attachment_Caliber_3 36231
// bipod, vert grip
Attachment_Caliber_4 36227
// hori grip
Attachment_Caliber_5 36228

Magazine_Calibers 1
Magazine_Caliber_0 36201

Range 200
Ballistic_Travel 6
Bullet_Gravity_Multiplier 6

Firerate 75
Replace 0.6
Action String

Player_Damage 100
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.65
Player_Skull_Multiplier 1.1

Zombie_Damage 125
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 500
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1

Durability 1
Wear 3

Spread_Aim 0.001
Spread_Hip 0.2

Recoil_Min_X -1
Recoil_Min_Y 2
Recoil_Max_X 1
Recoil_Max_Y 3

Recover_X 1
Recover_Y 1

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.005

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 6
			}
			{
				ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 4" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]