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Bluntforce Weapon Reference

The Bluntforce is a Rare primary pump-action shotgun whose complete data definition lives in a single .dat asset file. This article is a field-by-field reference for modders who need to read, verify, or override the values that Unturned loads at runtime. Every number and table row on this page comes directly from the asset definition. Nothing is estimated, rounded, or inferred from gameplay observation. When you open Bluntforce.dat in a text editor, these are the lines you see, and this article explains what each line tells the engine to do.

Asset identity

Unturned identifies every item by three separate keys that serve different purposes in the engine. The asset name is a human-readable label in the file. The item ID is a numeric index used at runtime. The GUID is a long-term stable identifier that survives updates.

KeyValue
Asset nameBluntforce
Item ID112
GUID2047f537c56442b5aabe535caf819bda
RarityRare
SlotPrimary
In-game descriptionAmerican shotgun chambered in 12 Gauge Shells.

The asset name Bluntforce is the value the game engine reads from the .dat file. It is also the directory name under Bundles/Items/Guns/Bluntforce/. The item ID 112 is the numeric identifier used in save files, server commands (e.g. /give 112), and inventory serialization. When the game writes a player's inventory to disk, it stores the item ID, not the name or GUID. When a server admin runs a command, they reference the item ID. When a modder edits a spawn table, they enter the item ID in the SpawnID field.

The GUID 2047f537c56442b5aabe535caf819bda is the stable cross-reference that persists across updates. If the developers add new items and the Bluntforce's item ID shifts in a future patch, the GUID remains the same. Modded spawn tables and external tools use the GUID, not the name or item ID.

The Rare rarity label is a cosmetic classification that the game can read for UI colour coding and admin panel grouping. It does not control drop odds. Loot tables set their own spawn weights independently of rarity.

The Primary slot places the weapon in the main long-arm equipment slot. A Primary weapon occupies hotbar slot 1 (or the server's configured primary slot key) and cannot be equipped in the Secondary (pistol) slot. The slot also affects which character animations play when the weapon is drawn, holstered, carried, or fired.

The in-game description ("American shotgun chambered in 12 Gauge Shells.") is a localised string stored with the asset. It appears in the inventory tooltip and has no mechanical effect. Modders can change this string without affecting any other field.

Ballistics

The ballistics block is a group of fields that define how the projectile behaves, how the weapon cycles, and how it connects to its ammunition system. For a shotgun, these fields also determine the pellet spread behaviour (via the Spread_Aim field in the handling block, not in ballistics).

FieldValue
Range35
Firerate40
ActionPump
Caliber8
Muzzle4
Magazine113
Ammo_Min1
Ammo_Max8

Range governs the maximum distance in game units at which the projectile will register a hit. When the engine performs a raycast from the weapon's muzzle, it travels exactly this many game units. A range of 35 is short. Compare this to the Avenger's 100 or the Desert Falcon's 125. The short range is consistent with a shotgun firing multiple pellets designed to spread at close quarters. A modder who wants a longer effective engagement distance increases this integer. A modder who wants the weapon to be a room-clearing tool with no outdoor reach decreases it.

Firerate is an internal rate-of-fire value. At 40, the Bluntforce has a substantially longer fire cooldown than most pistols (4) and even the slow-firing Desert Falcon (10). The larger the number, the more engine ticks must pass before the next shot is allowed. The value of 40 reflects the physical cycle time of a pump-action mechanism: the pump animation must complete, the spent shell must eject, and a new shell must chamber before the weapon can fire again. The Firerate value is an integer consumed by the engine's fire-cooldown system. It is not a rounds-per-minute or shots-per-second value. Two weapons with the same Firerate can fire at different real-world cadences if they have different action types or if the server runs at a different tick rate.

Action is set to Pump. This is a distinct action type from Trigger, Bolt, Break, and others. A Pump action enforces a mandatory pump-animation cycle between shots. The animation must complete before the engine allows the next Firerate cooldown to begin. The Pump action type is what gives the Bluntforce its distinctive shell-by-shell reload and between-shot pump animation. Modders creating a custom semi-automatic shotgun would change this to Action Trigger and remove the pump delay. Modders creating a bolt-action rifle would use Action Bolt.

Caliber is 8. This is the internal ammunition type index. The engine uses the caliber as a matching key: when the player attempts to reload, the engine looks for a magazine in the player's inventory with the same caliber. Caliber 8 links the Bluntforce to its default magazine (item ID 113, the 12 Gauge Shells magazine) and to any ammunition box that carries caliber 8. A modder creating a new magazine for the Bluntforce must set the magazine's caliber to 8. A modder creating a new shotgun that should share 12 Gauge Shells must set the weapon's caliber to 8.

Muzzle is 4. This is the muzzle-flash effect index. The value 4 selects a specific muzzle flash prefab from the effects table. It is different from the 3 used by the Avenger, Cobra, and Calling Card. A different muzzle flash for a shotgun makes visual sense: the flash effect for a shotgun burst is typically larger, brighter, or longer-duration than for a pistol. Modders who want a different visual effect change this number.

Magazine is 113. This is the item ID of the magazine the weapon spawns with by default. The magazine is a separate asset. The player also needs a magazine to reload the weapon; the engine does not load individual shells directly into the weapon. The 12 Gauge Shell magazine (item ID 113) is a tube or box magazine that holds shells. The magazine file defines its capacity, caliber, and other properties.

Ammo_Min and Ammo_Max (1 and 8) control how much ammunition the attached magazine contains when the weapon spawns. The game generates a random integer between 1 and 8 inclusive. A freshly spawned Bluntforce can carry as few as 1 shell or as many as 8. The wide range means a found shotgun's readiness varies dramatically. This is a deliberate design choice: the player might find a loaded shotgun ready for immediate use, or a near-empty one that requires scrounging for shells. Modders who want more consistent spawns narrow the range (e.g. Ammo_Min 3, Ammo_Max 8). Modders who want every found shotgun fully loaded set both fields to 8.

Player damage

The player damage block defines the base damage value and per-hit-zone multipliers for hits against other players.

FieldValue
Player_Damage40
Player_Leg_Multiplier0.7
Player_Arm_Multiplier0.7
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.2

Player_Damage of 40 is the base damage applied to a player hitbox before any multiplier. This is higher than the Avenger's 32, the Cobra's 25, and the Calling Card's 33, and exactly half of the Desert Falcon's 80. For a primary weapon, 40 base damage is on the lower end, but shotguns in Unturned fire multiple pellets (each doing the base damage individually), so the effective per-trigger-pull damage is the base damage multiplied by the number of pellets that connect.

The multiplier pattern for the Bluntforce differs from the standard pistol pattern. The limb multipliers are 0.7 instead of the 0.6 used by the Avenger and Cobra. The skull multiplier is 1.2 instead of the standard 1.1. The spine multiplier is 0.8, which matches the standard. The Bluntforce has higher limb damage multipliers (making leg and arm hits less punishing) and a higher skull multiplier (making headshots more rewarding) compared to standard secondaries.

The computed per-zone damage is:

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Arm0.728
Leg0.728

The skull damage of 48 is the highest skull computed value in this reference series for player targets (the Desert Falcon's skull damage against players is 88, but that weapon is in a different tier). The limb damage of 28 is higher in absolute terms than the Avenger's spine damage of 25.6. The Bluntforce's limb shots are competitive with other weapons' body shots, because the multipliers are more generous and the base damage is higher. A modder adjusting balance should consider whether this multiplier pattern is appropriate for their custom weapon or whether they want the sharper limb penalties (0.6) found on pistols.

Zombie damage

The zombie damage block is a fully separate set of values. The game checks the target entity type on hit: if the target is a zombie, it uses this block. The Bluntforce's zombie damage block is notable because it is identical to the player damage block in every field.

FieldValue
Zombie_Damage40
Zombie_Leg_Multiplier0.7
Zombie_Arm_Multiplier0.7
Zombie_Spine_Multiplier0.8
Zombie_Skull_Multiplier1.2

The Zombie_Damage base of 40 matches the player base exactly. This is different from the Avenger, Cobra, and Calling Card, all of which triple their zombie base damage to 99. The Bluntforce keeps the same base value for all target types. The multipliers are also identical between player and zombie blocks: leg and arm at 0.7, spine at 0.8, skull at 1.2. There is no lowering of limb multipliers for zombies as there is on the Avenger and other secondaries.

The computed per-zone zombie damage is:

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Arm0.728
Leg0.728

These values are identical to the player per-zone damage. The Bluntforce treats players and zombies identically in damage calculation. This is an unusual design choice: most weapons in Unturned differentiate between player and zombie damage, either at the base level or the multiplier level or both. The Bluntforce does neither. A modder who wants the shotgun to be stronger against zombies can raise Zombie_Damage to 60 or 80 independently of the player value. A modder who wants zombies to take reduced limb damage can lower the Zombie_Leg_Multiplier and Zombie_Arm_Multiplier to 0.4 or 0.3.

The decision to keep all three damage blocks identical (player, zombie, animal) makes the Bluntforce a predictable weapon: the damage a player sees against one target type is the same damage they see against all target types. This simplicity can be an advantage when learning the weapon system or when designing a weapon for a consistent experience.

Animal damage

The animal damage block defines damage against wildlife entities. Animal entities have a three-zone hit model (leg, spine, skull) without an arm hitbox.

FieldValue
Animal_Damage40
Animal_Leg_Multiplier0.7
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.2

The Animal_Damage base of 40 also matches the player and zombie bases. The three multipliers match across all blocks: 0.7 for leg, 0.8 for spine, 1.2 for skull.

The computed per-zone animal damage is:

Hit zoneMultiplierDamage (base 40)
Skull1.248
Spine0.832
Leg0.728

The Bluntforce is one of the few weapons in the game files where all three damage blocks (player, zombie, animal) carry identical base damage values and identical multipliers across all hit zones. This is a design choice visible in the raw data: the developers wanted the Bluntforce to be a consistent-damage weapon that does not scale up or down depending on the target type. For modders, this means the Bluntforce is the simplest weapon to balance: change one damage value and all target types are affected equally. If you want your custom weapon to have different damage profiles against different target types, use the Avenger or Desert Falcon as a reference instead.

Handling

The handling block controls recoil, spread, and screen shake. The Bluntforce's handling values reflect a high-recoil, wide-spread firearm.

FieldValue
Recoil_Min_X-10
Recoil_Min_Y35
Recoil_Max_X10
Recoil_Max_Y40
Spread_Aim0.8
Shake_Min_X-0.005
Shake_Max_X0.005

Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. The engine picks a random value between -10 and 10 on the X axis for each shot. The range is symmetrical and wide: the Bluntforce can kick left (negative) or right (positive) by a substantial amount on any given shot. There is no directional bias; each shot is an independent random draw in the range. This is different from the Avenger's narrow, positive-only X-axis range (0.4 to 0.5) and the Desert Falcon's negative-only range (-5 to -10). The Bluntforce's horizontal recoil is unpredictable by design.

Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Values between 35 and 40 produce a very large upward kick. This is the highest Y-axis recoil in this reference series. The vertical climb is roughly four times the horizontal spread (35-40 versus 10 in either direction), but because the horizontal range crosses from negative to positive, the net effect is a violent upward-and-outward kick that varies in direction each shot. The combination of high Y-axis recoil and wide X-axis range makes the Bluntforce difficult to control during sustained fire. This is deliberate: a pump-action shotgun should not be fired rapidly and accurately.

Spread_Aim is 0.8. This is a wide aiming spread angle. The Avenger's Spread_Aim is 0.05; the Bluntforce's is 16 times wider. The engine creates a cone at the muzzle with this half-angle, and each pellet's trajectory is randomised within that cone. A wider spread means fewer pellets hit a small target at distance. The value 0.8 is appropriate for a shotgun that fires multiple projectiles designed to cover an area rather than a point. A modder who wants a tighter choke (more pellets on target at range) lowers this value. A modder who wants a wider spread (more area coverage, less precision) raises it.

Shake_Min_X and Shake_Max_X control viewport shake on the X axis. The range from -0.005 to 0.005 is modest. Despite the extreme recoil values, the screen shake is moderate. The engine offsets the camera by a small random amount each shot, creating a visual jolt. The Bluntforce does not define Y-axis shake fields, so vertical shake is zero by default. A modder who wants the shotgun to feel heavier can increase the shake range.

Flags

Flags are string tokens stored in the asset file that toggle specific engine behaviours. Each flag is a quoted string in a list. When the weapon is loaded, the engine reads the flag list and enables each behaviour associated with a recognised flag.

Flags present: "7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

The GUID 7b82c125a5a54984b8bb26576b59e977 is the master asset bundle reference flag. It is required for the weapon to load from the game's bundled assets. Every vanilla weapon carries this exact GUID.

Blueprints enables the crafting and blueprint system. The weapon can appear as an ingredient or output in blueprint recipes.

Hook_Grip creates an attachment socket for grips (vertical grips, bipods, angled grips). The Bluntforce can accept grip attachments attached to the fore-end of the weapon. This is consistent with a shotgun that has a foregrip mounting point on the pump or barrel.

Hook_Sight creates an attachment socket for sights (red dot, holographic, scope). The Bluntforce can mount optics on a top rail or receiver mount point.

Hook_Tactical creates an attachment socket for tactical devices (lasers, rangefinders, tactical lights).

The Bluntforce carries three hook flags: grip, sight, and tactical. It does not carry Hook_Barrel. This means the weapon cannot accept suppressors or muzzle brakes. The absence of a barrel hook on a shotgun is plausible: shotgun barrels are not typically threaded for muzzle devices in the same way rifle and pistol barrels are, and a shotgun suppressor would be a specialised item. However, this is a data reference, not a realism assessment: the data shows that the hook is absent. A modder who wants the Bluntforce to accept a suppressor adds Hook_Barrel to the flag list.

InputItems tells the engine that this item can receive child items into its item inventory. This enables magazine attachment, grip attachment, sight attachment, and tactical attachment.

RequiresNearbyCraftingTags restricts blueprint crafting to when the player is within range of a matching crafting tag object (typically a workbench or crafting station).

Safety enables the manual safety mechanic. The weapon starts in safe mode when equipped and the player must toggle safety off before firing.

Semi sets the fire mode to semi-automatic. One trigger pull fires one shot, followed by the pump animation, followed by the firerate cooldown. The Bluntforce does not carry Auto, so it cannot be switched to fully automatic fire. This is consistent with a pump-action: full-auto fire on a pump-action shotgun is not mechanically possible.

The bracket and brace characters [, ], {, } are structural delimiters from the asset serialisation format, not functional flags.

Flag combinations and what they mean

The Bluntforce's flag combination describes a semi-automatic pump shotgun with grip, sight, and tactical attachment points, capable of being crafted at a workbench, and starting in safe mode. The three hook flags (grip, sight, tactical) give the weapon more attachment variety than the Avenger (which has only barrel and tactical) but less than a hypothetical weapon with all four hooks (barrel, grip, sight, tactical). The absence of Hook_Barrel means the weapon's muzzle cannot be modified.

The Semi flag without Auto means single shot only. This works with the Pump action type: each trigger pull fires one shell discharge, cycles the pump animation, and then waits for the firerate cooldown to expire before allowing the next shot. The Safety flag means the weapon requires a safety toggle before first use. The Blueprints and RequiresNearbyCraftingTags combination means the weapon can be crafted but only at a crafting station.

Where the Bluntforce spawns

Spawn tables are the data structures that place items into the game world. Each table is an asset file containing a list of Spawn entries with item IDs and integer weights. The "Chance per roll" column shows the weight as a percentage of the total weight sum for that table.

MapSpawn tableChance per roll
CoreRCMP_Guns100.000%
CorePolice_Bluntforce33.333%
CorePolice_Low_Peaks_Guns33.333%
FrancePolice_Low_France_Guns33.333%
BelgiumPolice_Belgium_Guns30.864%
IrelandCliffs_Police_High_Guns20.000%
FranceGIGN_Low_France_Guns11.111%
CorePEI_RCMP7.407%
CoreRCMP7.407%
CoreYukon_RCMP7.407%
IrelandCliffs_Police_High_Cliffs6.250%
GreeceGreece_Carepackage_Combatready6.182%
IrelandCliffs_Police_High_Vest5.000%
CorePolice_Low_Peaks3.509%
CorePeaks_Police_Low_Peaks3.509%
FrancePolice_Low_France3.509%
FranceFrance_Police_Low_France3.509%
FrancePolice_High_France2.807%
FranceFrance_Police_High_France2.807%
CorePolice_High_Peaks2.552%

Showing 20 of 33 tables that can produce this weapon.

The top entry - RCMP_Guns at 100.000% - is a dedicated weapon table tied to Royal Canadian Mounted Police locations. Every roll of this table produces a Bluntforce. This is the most reliable spawn source. If a server owner wants to guarantee the Bluntforce at every RCMP post, they leave this table unchanged. If they want RCMP officers to carry a variety of shotguns, they add spawn entries for other weapons to this table, each with a weight, reducing the Bluntforce's share.

Police_Bluntforce at 33.333% is a semi-dedicated table. The weight of 33.333% suggests exactly two other items in this table, each also at 33.333%, forming a three-item pool. The Bluntforce shares the Police_Bluntforce table with two other items.

Police_Low_Peaks_Guns and Police_Low_France_Guns at 33.333% each are police weapon pools in the low tier. The Bluntforce takes one-third of each roll, with other police-appropriate weapons splitting the remaining two-thirds. The recurrence of 33.333% across multiple tables suggests a deliberate weight pattern in police weapon pools: the Bluntforce is consistently given a one-third share of these pools.

Police_Belgium_Guns at 30.864% is a specific weight with decimal precision. The decimal comes from a table with an odd total weight sum that produces this exact percentage. The weight is still in the one-third neighbourhood.

The lower entries are general loot tables. PEI_RCMP, RCMP, and Yukon_RCMP at 7.407% each are map-specific RCMP loot pools. These are wide pools with many item types (clothing, equipment, food, melee, guns). The Bluntforce claims a modest but respectable share. The France police tables in the 2-3% range are the widest pools; the Bluntforce's weight here reflects the breadth of the pool rather than scarcity intent.

The Bluntforce appears in 33 distinct spawn tables across at least five maps (Core, France, Belgium, Ireland, Greece). The table names are overwhelmingly police, RCMP, and GIGN-themed. This matches the weapon's identity as a law-enforcement shotgun. There are no military tables and no civilian tables. The Bluntforce is restricted to police and paramilitary police (GIGN) loot sources.

Understanding spawn table weights

The percentage is derived from integer weights. A table with three items at weights 100, 100, and 100 gives each item a 33.333% chance per roll. The Police_Bluntforce table at 33.333% likely follows this pattern. A table with nine items where the Bluntforce has weight 100 and the other eight items total 800 gives a 100 / 900 = 11.111% chance, which matches the GIGN_Low_France_Guns entry.

The 7.407% entries suggest a table total of 2700 with the Bluntforce weighted at 200, or a table total of 1350 with the Bluntforce weighted at 100. Without seeing the raw table file, the exact integer weights cannot be confirmed, but the percentage tells a modder exactly how often the weapon is selected when that table is rolled.

How a modder edits spawn tables

To increase the Bluntforce's availability, a modder edits the weight integer in any listed table. To add the weapon to a new table, add a line:

Spawn 112 <weight>

To remove the Bluntforce from a table, delete or comment out that line. To add the Bluntforce to a map where it does not currently appear, find a police or RCMP-themed table on that map and add a spawn entry. The weapon's spawn distribution is entirely controlled by spawn table entries, not by any field on the weapon asset itself.

How to find and edit the asset on disk

Vanilla game files: The Bluntforce lives in Bundles/Items/Guns/Bluntforce/ inside the game directory. The assets are packed in Unity bundles. Use UABE or AssetStudio to extract Bluntforce.dat, edit it, and reimport.

Workshop or custom content: In a mod project, the asset is a loose .dat file under Items/Guns/Bluntforce/ alongside the model, textures, and sounds. Edit with any text editor. The file uses the standard key-value format:

Player_Damage 40
Range 35
Firerate 40
Action Pump
Caliber 8
Muzzle 4
Magazine 113
Ammo_Min 1
Ammo_Max 8

The Action Pump line is important to preserve if you want the weapon to retain its pump-action cycling. Changing Action Pump to Action Trigger removes the pump animation but also removes the mandatory cycle delay, effectively turning it into a semi-auto shotgun, which may not match the model or sound assets.

The magazine asset (item ID 113) is a separate .dat file in Bundles/Items/Magazines/ or the mod's equivalent path. Changing the Bluntforce's Magazine field to a different item ID changes the default magazine. The new magazine must share caliber 8 or the weapon will not load it.

Canned Beans

The Bluntforce brief contains no verified bean data. There are no bean-related spawn tables, no bean ammunition cross-references, no bean crafting recipes, and no bean repair interactions associated with this weapon. The Bluntforce's police, RCMP, and GIGN-themed spawn tables carry weapons, ammunition, tactical gear, and law-enforcement equipment -- not food items.

The Canned Beans item (item ID 13) is a separately defined asset with its own spawn tables and blueprints. The Bluntforce has no connection to it. If you are modding the Bluntforce and want to add a bean interaction (a repair recipe, a shared spawn table), you would need to create that relationship in a blueprint or spawn table asset yourself. The base game provides no precedent.

For the established bean lore and cross-references across the wiki, see /lore/canned-beans-lore.

Practical use for server owners

Adjusting availability: Edit spawn table weights. The RCMP_Guns table at 100.000% gives guaranteed Bluntforces at RCMP locations. Adding other weapons to this table dilutes the guarantee. Raising the Police_Low_Peaks_Guns weight from 33.333% increases supply in low-tier police locations across Core.

Adjusting starting ammunition: Ammo_Min of 1 and Ammo_Max of 8 means a found Bluntforce can be nearly empty. Setting Ammo_Min to 3 ensures every found shotgun carries at least three shells. Setting Ammo_Min to 5 and Ammo_Max to 8 gives players a more consistent starting load at the cost of increasing overall server ammunition supply.

Adjusting spread: The Spread_Aim of 0.8 is wide. Lowering it to 0.4 or 0.2 tightens the pellet pattern, making the shotgun more effective at medium range. This is a server-wide change that affects every Bluntforce in the world. Raising it to 1.0 or higher makes the shotgun an even shorter-range weapon.

Attachment expansion: Adding Hook_Barrel to the flag list lets the Bluntforce accept suppressors and muzzle brakes. This is a single-line change with no other dependencies. Server owners who run attachment mods that add shotgun-specific barrel devices should add this hook.

Spawn table analysis: The Bluntforce appears in 33 tables. Many of these (like PEI_RCMP, RCMP, Yukon_RCMP) are map-specific variants of the same logical table. A server owner running a custom map that does not have these tables must manually add Bluntforce spawn entries to the map's police or RCMP-equivalent tables.

Practical use for modders

Using the Bluntforce as a template: The Bluntforce demonstrates the Pump action type, which is distinct from the more common Trigger. To create a custom pump-action weapon, copy Bluntforce.dat and keep Action Pump. Then adjust the damage, range, caliber, magazine, and handling fields. Change the item ID and GUID to unique values. Change the asset name to match your new weapon's name.

Caliber compatibility: The Bluntforce uses caliber 8 and magazine 113. If your custom shotgun should share 12 Gauge Shells, set caliber to 8 and use magazine 113 (or create a new magazine that also carries caliber 8). If your custom shotgun should use a different shell type (e.g. 20 Gauge), assign a new caliber index and create a new magazine and ammo box.

Damage block uniformity: The Bluntforce's identical player, zombie, and animal damage values (40 base, same multipliers) is a simple reference for weapons where you want consistent damage against all target types. If you want the classic secondary pattern (higher zombie base, lower zombie limb multipliers), use the Avenger or Cobra as a reference. If you want the Bluntforce pattern, set all three bases to the same value and all three multiplier sets to the same values.

Recoil design: The Bluntforce's symmetrical X-axis recoil (-10 to 10) is the model for weapons that should kick unpredictably. The wide range means no two shots pull in the same direction. The tall Y-axis range (35 to 40) is the model for weapons with heavy perceived recoil. When designing recoil, start with Y-axis values (the player's primary feedback), then add X-axis variation for unpredictability.

Attachment hooks: The Bluntforce has grip, sight, and tactical hooks. The absence of Hook_Barrel is a deliberate constraint. When designing a custom weapon's attachment set, decide which attachment categories make sense. A tactical shotgun might have all four hooks. A classic wood-stock shotgun might have only Hook_Sight (for a bead sight replacement). A sawed-off shotgun might have no hooks at all. Each hook is a flag; they are additive and can be combined freely.

Pump action versus trigger action: The Pump action type introduces a mandatory animation cycle that Trigger does not. If you are converting the Bluntforce to a different fire mode, understand the distinction: Action Pump plus Semi is a pump-action. Action Pump plus Auto would be a contradictory combination (the pump animation prevents automatic cycling). Action Trigger plus Auto is a fully automatic weapon. Choose the action type that matches your weapon's intended mechanical operation.