Cobra Weapon Reference
The Cobra is a Rare secondary pistol whose complete data definition lives in a single .dat asset file. It carries both Semi and Auto flags, making it one of the few pistols in Unturned capable of toggling between semi-automatic and fully automatic fire. 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.
Asset identity
Unturned identifies every item by three separate keys: the asset name used by the engine, the item ID used at runtime, and the GUID used for long-term stable identification.
| Key | Value |
|---|---|
| Asset name | Cobra |
| Item ID | 99 |
| GUID | 2fa5551b5148491eb30b686f40d75f9a |
| Rarity | Rare |
| Slot | Secondary |
| In-game description | Austrian pistol chambered in Cobra ammunition. |
The asset name Cobra is what the engine reads from the .dat file. The directory on disk is Bundles/Items/Guns/Cobra/. The item ID 99 is the numeric identifier used in save files, server commands (e.g. /give 99), and inventory serialization. A server admin spawning the Cobra uses /give 99, not /give Cobra. The GUID 2fa5551b5148491eb30b686f40d75f9a is the stable cross-reference.
The Rare rarity label is cosmetic and does not control drop odds. The Secondary slot places the weapon in the pistol/handgun equipment slot.
The in-game description ("Austrian pistol chambered in Cobra ammunition.") is localised text with no mechanical effect.
Ballistics
The ballistics block defines projectile behaviour, fire cycling, and ammunition compatibility.
| Field | Value |
|---|---|
| Range | 80 |
| Firerate | 4 |
| Action | Trigger |
| Caliber | 4 |
| Muzzle | 3 |
| Magazine | 100 |
| Ammo_Min | 5 |
| Ammo_Max | 20 |
Range of 80 is the shortest in this reference series. The Avenger reaches 100, the Calling Card and Desert Falcon reach 125. The Cobra is a close-range sidearm by design. The raycast from the muzzle travels 80 game units and then terminates. Modders who want a longer reach increase this value. Modders who want the Cobra to be a point-blank holdout weapon decrease it.
Firerate is 4, matching the Avenger and Calling Card. The fire cooldown is the same per-shot interval. But because the Cobra carries both Semi and Auto flags, it can sustain this rate in either fire mode with no additional per-trigger-pull delay. The Avenger, which lacks Auto, requires a discrete trigger pull for each shot and thus fires more slowly in practice even though the Firerate field is identical. This illustrates an important point about the Firerate field: it defines the minimum interval between shots, but the actual firing cadence is determined by the interaction of Firerate, Action type, and fire mode flags.
Action is Trigger, the standard action type. Trigger has the fewest animation-required frames of any action type. Combined with Auto, Action Trigger produces automatic fire with minimal per-shot animation overhead.
Caliber is 4. This is the internal ammunition type index. The value 4 is a low caliber index, common among civilian and police pistols. The engine uses the caliber as a matching key between weapon and magazine. The Cobra accepts only magazines with caliber 4. Its default magazine is item ID 100 with caliber 4. A modder creating a new pistol that shares Cobra ammunition sets the weapon's caliber to 4 and uses magazine ID 100 or a custom magazine with caliber 4.
Muzzle is 3, the standard muzzle flash index shared by the Avenger, Calling Card, and Desert Falcon.
Magazine is 100. This is the item ID of the magazine the weapon spawns with by default. The magazine asset (item ID 100) is a separate .dat file with its own capacity, caliber, and ammo rules.
Ammo_Min of 5 and Ammo_Max of 20 control the ammunition fill on spawn. A found Cobra magazine holds between 5 and 20 rounds. The lower bound of 5 is higher than the Avenger's 3 and the Desert Falcon's 3, meaning a found Cobra is less likely to be near-empty. The upper bound of 20 matches the Cobra's Ammo_Max and is tied with the Avenger's magazine range upper bound (the Avenger's Ammo_Max is 13, but the Cobra's is 20). The range from 5 to 20 gives the Cobra a moderate and consistent spawn ammunition profile.
Player damage
The player damage block defines base damage and per-hit-zone multipliers for hits against other players. The Cobra has the lowest base player damage in this reference series.
| Field | Value |
|---|---|
| Player_Damage | 25 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage of 25 is 7 points below the Avenger's 32, 8 below the Calling Card's 33, 15 below the Bluntforce's 40, and 55 below the Desert Falcon's 80. This is by design: the Cobra compensates for low per-shot damage with automatic fire capability and the highest magazine capacity of any pistol in this reference series. The weapon is designed for volume of fire, not stopping power per round.
The multiplier pattern is the standard pistol pattern: leg and arm at 0.6, spine at 0.8, skull at 1.1. This is the same pattern used by the Avenger and Calling Card.
The computed per-zone damage is:
| Hit zone | Multiplier | Damage (base 25) |
|---|---|---|
| Skull | 1.1 | 27.5 |
| Spine | 0.8 | 20 |
| Arm | 0.6 | 15 |
| Leg | 0.6 | 15 |
The skull damage of 27.5 is the lowest skull damage in this reference series. The limb damage of 15 is also the lowest. The spine damage of 20 is the only computed value that matches another weapon (the Cobra's spine damage of 20 -- this is a coincidence of the mathematics: 25 * 0.8 = 20, and no other weapon produces exactly 20 for this zone at these base and multiplier values).
The low per-shot damage values are balanced by the automatic fire mode: at Firerate 4, the Cobra can land multiple shots in the time it takes a Desert Falcon to cycle one shot. The relationship between damage per shot and fire rate is the fundamental balance axis for automatic weapons. A modder adjusting the Cobra's damage should test the weapon in automatic fire to feel the cumulative effect of low per-shot damage at high cycle rates.
Zombie damage
The zombie damage block follows the standard secondary weapon pattern: tripled base damage and halved limb multipliers.
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
The Zombie_Damage base of 99 is the standard secondary weapon zombie base, shared with the Avenger and Calling Card. The multipliers are also standard. The 99 base and 0.3/0.6/1.1 multiplier set is a design template applied to multiple secondary weapons.
The computed per-zone zombie damage is:
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
These values are identical to the Avenger's and Calling Card's zombie damage blocks. The reason is that the zombie block is a template, not per-weapon tuning. When the developers assign the 99 base and standard zombie multipliers, they are applying a known formula rather than making a per-weapon damage decision. A modder who looks at three weapons with identical zombie damage values should not interpret this as the weapons being equally effective against zombies; the automatic fire capability of the Cobra and Calling Card means they can deliver this damage more rapidly than the semi-automatic-only Avenger.
Animal damage
The animal damage block uses the player base and multipliers on the three-zone animal hit model.
| Field | Value |
|---|---|
| Animal_Damage | 25 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Animal_Damage base of 25 matches the player base. The multipliers are the standard pattern for the three zones animals have.
The computed per-zone animal damage is:
| Hit zone | Multiplier | Damage (base 25) |
|---|---|---|
| Skull | 1.1 | 27.5 |
| Spine | 0.8 | 20 |
| Leg | 0.6 | 15 |
Handling
The handling block controls recoil, spread, and screen shake. The Cobra's handling values are moderate across all axes.
| Field | Value |
|---|---|
| Recoil_Min_X | -6 |
| Recoil_Min_Y | 3 |
| Recoil_Max_X | 2 |
| Recoil_Max_Y | 4.5 |
| Spread_Aim | 0.1 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Recoil_Min_X of -6 and Recoil_Max_X of 2 define the horizontal recoil range. The engine picks a random value between -6 and 2 on the X axis each shot. The range is asymmetrical, crossing from negative (left) to positive (right). The wider negative span (6 units toward the left versus 2 units toward the right) suggests a bias toward leftward recoil, but any shot can land anywhere in the range. This is different from the Avenger's narrow, positive-only range (0.4 to 0.5) and the Desert Falcon's negative-only range (-5 to -10). The Cobra's X-axis recoil is moderately unpredictable with a leftward bias.
Recoil_Min_Y of 3 and Recoil_Max_Y of 4.5 define the vertical recoil range. The upward kick per shot is moderate -- less than the Avenger's 8 to 11 and dramatically less than the Bluntforce's 35 to 40. The narrow range means the vertical climb is consistent; there is little variation between minimum and maximum vertical recoil.
Spread_Aim of 0.1 is a tight aiming spread. It is wider than the Avenger's 0.05 but much tighter than the Calling Card's 0.5 or the Bluntforce's 0.8. The Cobra is accurate when aimed, but not as precise as the Avenger. The spread value of 0.1 creates a cone where the projectile direction is randomised. At close range, the cone is small enough that all shots land within a tight grouping. At longer ranges, the cone widens and shots spread out.
Shake_Min_X of -0.005 and Shake_Max_X of 0.005 produce a moderate screen jolt per shot. The range is wider than the Calling Card's -0.001 to 0.001, narrower than the Desert Falcon's -0.01 to 0.01. The Cobra's screen shake is in the middle of the range for this reference series.
The handling profile is balanced: moderate recoil, tight spread, moderate shake. The weapon is controllable in both semi-automatic and automatic fire modes without being a laser beam. The modest Y-axis recoil means automatic fire does not climb out of control quickly, but the X-axis variation (with its leftward bias) means the point of impact wanders during sustained bursts.
Flags
The Cobra carries both Semi and Auto flags, making it one of the few pistols with a fire-mode toggle. This is the most mechanically significant aspect of the weapon's flag list.
Flags present: "7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
The GUID 7b82c125a5a54984b8bb26576b59e977 is the master asset bundle reference flag.
Auto enables fully automatic fire mode. When both Auto and Semi are present, the player can toggle between semi-automatic and fully automatic fire using the fire mode key. The default fire mode on weapon equip is semi-automatic unless overridden by a server plugin or mod. The Auto flag is what differentiates the Cobra from the Avenger: both have the same Firerate, the same Action type, and similar ballistics, but the Cobra can sustain automatic fire and the Avenger cannot.
Blueprints enables the crafting/blueprint system.
Hook_Barrel creates an attachment socket for barrel devices (suppressors, muzzle brakes). The Cobra can accept barrel attachments.
Hook_Tactical creates an attachment socket for tactical devices (lasers, rangefinders).
The Cobra has barrel and tactical hooks but no sight hook and no grip hook. It cannot mount optics or grips. This attachment set makes sense for a compact pistol: a sight on a pistol slide requires specific mounting hardware, and a grip on a pistol is less common than on a rifle. A modder who wants the Cobra to accept a red dot sight adds Hook_Sight. A modder who wants a foregrip adds Hook_Grip.
InputItems enables the weapon to receive child items (magazine, attachments).
RequiresNearbyCraftingTags restricts blueprint crafting to near a crafting station.
Safety enables the manual safety mechanic.
Semi sets the fire mode to semi-automatic. With both Semi and Auto present, the weapon has a fire-mode toggle.
The bracket and brace characters [, ], {, } are array delimiters, not functional flags.
The Semi + Auto combination
The Cobra and the Calling Card are the only two weapons in this reference series that carry the Auto flag. But they differ in how they implement it:
- The Cobra carries
SemiANDAuto. The player can toggle between semi and auto fire modes. - The Calling Card carries only
Auto. The player cannot switch to semi-automatic; the weapon is automatic-only.
The Cobra's dual-flag pattern is the standard pattern for weapons that offer a fire-mode choice. The Calling Card's single-flag pattern is unusual. Modders creating a weapon should follow the Cobra pattern (both flags) if they want the player to have a fire mode choice, or the Calling Card pattern (only Auto) if they want to restrict the weapon to automatic fire only.
The Semi + Auto combination also has implications for crafting and blueprint behaviour. When a weapon is crafted via a blueprint, it inherits the fire mode flags from the asset definition. If the asset has both Semi and Auto, the crafted weapon has both modes available. If the asset has only Auto, the crafted weapon is automatic-only.
Where the Cobra spawns
Spawn tables are the data structures that place items into the game world. The Cobra has the widest spawn distribution in this reference series: 39 tables across at least six maps.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Police_Guns | 100.000% |
| Ireland | Cliffs_Police_Guns | 100.000% |
| Core | Police_Low_Peaks_Guns | 66.667% |
| France | Police_Low_France_Guns | 66.667% |
| EasterIsland | Easter_Police_Low_Guns | 50.000% |
| Belgium | Police_Belgium_Guns | 46.914% |
| Ireland | Cliffs_Police_High_Guns | 40.000% |
| France | GIGN_Low_France_Guns | 33.333% |
| France | Security_France_Special | 33.333% |
| Core | Militia_Russia_Guns | 25.000% |
| Core | PEI_Police | 10.218% |
| Core | Police | 10.218% |
| Core | Yukon_Police | 10.218% |
| Ireland | Cliffs_Police_High_Cliffs | 10.000% |
| Core | Washington_Police | 9.731% |
| Core | Police_Low_Peaks | 7.018% |
| Core | Peaks_Police_Low_Peaks | 7.018% |
| France | Police_Low_France | 7.018% |
| France | France_Police_Low_France | 7.018% |
| France | Boat_France | 6.522% |
Showing 20 of 39 tables that can produce this weapon.
The top two entries - Police_Guns and Cliffs_Police_Guns, both at 100.000% - are dedicated police weapon tables. Every roll of these tables produces a Cobra. These tables guarantee the weapon at police locations on Core and Ireland maps. The 100.000% weight means the table contains only the Cobra (and possibly other items with zero weight, which the engine does not select).
Police_Low_Peaks_Guns and Police_Low_France_Guns at 66.667% are shared police weapon pools. The Cobra takes two-thirds of each roll. The remaining one-third is split among one or more other weapons. The 66.667% value suggests exactly two items in the table: the Cobra at weight 200 and another weapon at weight 100, or the Cobra at 100 and another weapon at 50. Either way, the Cobra is twice as likely as the next most common item in these pools.
Easter_Police_Low_Guns at 50.000% is an even split: the Cobra shares this pool equally with one or more other items.
Police_Belgium_Guns at 46.914% is a precise weight with decimal specificity. The decimal comes from a table with an odd total weight sum. The Cobra's share is just under half.
GIGN_Low_France_Guns at 33.333% and Security_France_Special at 33.333% are French paramilitary and security force pools. The one-third share in both cases is consistent.
Militia_Russia_Guns at 25.000% is notable: the Cobra appears in a Russian militia table, which is the only non-police military-themed table on this list. The weapon's primary identity is as a police sidearm, but it bleeds into militia loot pools at a lower weight.
The lower entries are general loot tables. PEI_Police, Police, and Yukon_Police at 10.218% each are map-specific police loot pools. The precise decimal weight (10.218%) appears on three Core map tables, suggesting a shared weight formula across map-specific police pools. Washington_Police at 9.731% is slightly lower but in the same range.
Boat_France at 6.522% is unusual. This is a boat-themed spawn table, not a police table. The Cobra appearing in a boat table suggests French coastal locations can yield the weapon from watercraft spawn points. This is the only non-police, non-militia table in the list.
Distribution analysis
The Cobra is the most widely distributed weapon in this reference series. It appears in 39 tables versus the Avenger's 23, the Bluntforce's 33, the Calling Card's 6, and the Desert Falcon's 28. The tables are overwhelmingly police-themed, with a few militia and boat exceptions. The Cobra is the definitive police sidearm in Unturned: if a map has a police station, the Cobra is almost certainly in its loot table.
The weight hierarchy is:
- Dedicated police weapon tables: 100.000%
- Shared police weapon pools: 66.667% (high), 50.000% (medium), 46.914% (medium), 40.000% (medium), 33.333% (moderate)
- Militia pools: 25.000%
- General police loot pools: ~10%
- Wide general pools: ~7%
- Boat/watercraft: ~6.5%
The Cobra is highly available on every map that has police-themed loot tables. Server owners who want to reduce the Cobra's ubiquity should lower the weights in the dedicated and shared police weapon pools. Server owners who want to increase availability should add spawn entries to maps that do not currently have the Cobra in their police tables.
How to find and edit the asset on disk
Vanilla game files: The Cobra lives in Bundles/Items/Guns/Cobra/. Use UABE or AssetStudio to extract Cobra.dat.
Workshop or custom content: In a mod project, the asset is a loose .dat file under Items/Guns/Cobra/. The key-value format is:
Player_Damage 25
Range 80
Firerate 4
Caliber 4
Magazine 100
Ammo_Min 5
Ammo_Max 20The magazine asset (item ID 100) is a separate file. The Caliber field (4) is the compatibility key. Changing the Cobra's caliber requires a matching magazine change.
Canned Beans
The Cobra 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. The Cobra's police, GIGN, and militia spawn tables carry weapons, ammunition, and tactical gear -- not food.
The Canned Beans item (item ID 13) is entirely separate. If you are modding the Cobra and want to add a bean interaction, 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, see /lore/canned-beans-lore.
Practical use for server owners
Adjusting availability: The Cobra is extremely common through police tables. To reduce supply, lower weights in the dedicated police tables (Police_Guns at 100.000%, Police_Low_Peaks_Guns at 66.667%). To increase supply on maps where the Cobra is less common, add spawn entries to police tables on those maps.
Adjusting fire mode: The Cobra has both Semi and Auto. If server owners want to restrict the Cobra to semi-automatic only, remove the Auto flag. If they want automatic-only, remove Semi. Changing the fire mode flags does not affect any other field.
Adjusting ammunition: Ammo_Min of 5 and Ammo_Max of 20 is already a generous range. Reducing Ammo_Max to 12 or 15 reduces the ammunition supply without making found Cobras near-empty on spawn.
Spread tuning: Spread_Aim of 0.1 is tight. Raising it to 0.2 or 0.3 makes the weapon less accurate at range, which can help balance the automatic fire mode.
Practical use for modders
The fire mode toggle: The Cobra demonstrates the Semi + Auto flag combination that creates a fire-mode toggle. This is the standard pattern for weapons that offer both semi-automatic and automatic fire. Modders creating a weapon with selectable fire modes should include both flags.
Low base damage, high zombie damage: The Cobra exemplifies the secondary weapon damage template: low player damage (25), tripled zombie damage (99), halved zombie limb multipliers. This pattern creates a weapon that is modest against players but effective against AI enemies. Modders creating a secondary weapon should consider whether to use this template or to define a custom damage profile.
Caliber compatibility: The Cobra uses caliber 4 and magazine 100. These are low index numbers, suggesting the Cobra's ammunition family is one of the earliest defined in the game's development. Modders creating a new weapon that shares the Cobra's ammunition pool should use caliber 4. Modders creating a new pistol that should use a different ammunition family should assign a new caliber index.
Attachment expansion: The Cobra has barrel and tactical hooks but no sight or grip hooks. Adding Hook_Sight lets the Cobra mount a red dot or scope. Adding Hook_Grip adds a foregrip slot. Both are single-flag changes with no other dependencies.
