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Maschinengewehr Weapon Data Reference

The Maschinengewehr is an Unturned ranged weapon whose asset name in the Unity bundle is MP40. This name-vs-display-name split is the first thing every modder needs to understand: the string players read in the inventory UI is not the string the engine uses to load the asset. When you write a spawn command, a plugin condition, or a loot table entry, you reference the asset name MP40, not the display name "Maschinengewehr." If you use the wrong string, the game will not find the asset and will log an error or produce no result.

This article documents every field the MP40 asset exposes. It is a data reference, not a play guide. It describes what the fields mean, what values they hold, and what happens when a modder changes them. Every number and table comes directly from the asset data. Nothing is inferred, estimated, rounded, or derived beyond the pre-computed hit-zone tables included verbatim in the extracted asset data.

Asset identification

Three keys identify the MP40 asset:

  • Asset name: MP40
  • Item ID: 1477
  • GUID: b007c73f4a23448bbe2d828240eae17d

The asset name MP40 is the internal string. The item ID 1477 is the numeric key. The GUID b007c73f4a23448bbe2d828240eae17d is the globally unique identifier that survives across game updates. When a RocketMod plugin developer stores a reference to this weapon that must persist after the server restarts or the game patches, they store the GUID. Item IDs can change between versions; GUIDs do not.

The rarity field is set to Epic, which assigns the purple rarity colour in the inventory UI and affects how some loot table filters categorise the weapon. The slot field is set to Secondary, which means this weapon occupies the secondary weapon slot (the pistol/SMG slot) in the player's inventory. This is a defining characteristic of the MP40: it is a secondary-slot weapon, not a primary-slot one. A player carrying the MP40 in the secondary slot still has a free primary slot for a rifle, shotgun, or launcher. This dual-slot capability changes how server owners should think about the weapon's spawn rate -- it is a force multiplier, not a replacement for a primary weapon.

The in-game description reads: German submachine gun chambered in Maschinengewehr ammunition.

The description is flavour text stored as a localised string in the asset. It does not control the ammunition type. The ammunition type is controlled by the Caliber field in the ballistics table, which maps to an ammunition type ID. The magazine item ID referenced by the Magazine field provides the physical magazine instance, and the magazine asset itself defines capacity and reload properties.

Ballistics fields

The ballistics fields define how the projectile behaves after being fired and how the ammunition system connects the weapon to its magazine and ammo boxes.

FieldValue
Range140
Firerate6
ActionTrigger
Caliber40
Muzzle3
Magazine1479
Ammo_Min16
Ammo_Max32

Range

Range has a value of 140. This is a raw game-unit distance. The engine tracks the projectile's position from the muzzle point along a direction vector. If the projectile travels 140 units without intersecting a valid target, the engine removes it from the world. Range 140 is shorter than most primary-slot assault rifles (the Augewehr has 200, the Swissgewehr has 210), which is consistent with the MP40's secondary-slot identity. A secondary weapon is typically used at closer ranges than a primary rifle.

A modder who raises Range extends the maximum projectile travel distance, which means the weapon can reach targets at longer ranges. Raising it from 140 to 200 makes the MP40's projectile lifetime comparable to a primary rifle. A modder who lowers it to 100 or 80 forces the weapon into close-quarters use, which might be appropriate for a "room-clearing" SMG variant.

Range does not affect damage. A projectile that hits a target at 1 unit of distance deals the same damage as one that hits at 140 units. There is no damage falloff in the base Unturned projectile system.

The Range value on a secondary weapon is often lower than primary weapons as a deliberate design choice. Because the MP40 occupies the secondary slot, the developer limits its effective distance so that a player with both a primary rifle and the MP40 must use the primary for long-range engagements. Raising the MP40's Range to match a primary rifle removes this distinction, effectively giving the player two primary-grade ranged weapons.

Firerate

Firerate has a value of 6. This is a raw engine tick that controls the interval between consecutive shots. The engine uses this number as an internal counter -- it decrements the tick counter each frame update, and when the counter reaches a threshold, it fires the next shot and resets the counter. Lower numbers mean shorter intervals, meaning faster cyclic rate.

The number 6 has no real-time conversion. A modder should not attempt to convert it to seconds, milliseconds, frames, or rounds per minute. The conversion formula is internal to the engine and is not exposed in the asset. A modder who changes Firerate changes the cycle rate; the only way to verify the result is to load the game and fire the weapon. When comparing weapons, a lower Firerate value means a faster-firing weapon (Firerate 4 fires faster than Firerate 6).

Action

Action is set to Trigger. This is the baseline fire behaviour: one shot per trigger pull. The player presses the fire key, the weapon fires one round, and the weapon does not fire again until the player releases and re-presses the key. The Trigger action is the semi-automatic baseline.

The MP40 also carries the Auto flag (listed in the flags section). The Trigger action combined with the Auto flag means the weapon's fire selector can toggle to full-automatic mode. In full-auto, holding the fire key produces a continuous string of shots at the Firerate interval. The Trigger action does not by itself prevent full-auto; the Auto flag is what enables it.

Note that the Semi flag is absent from the MP40's flag list. This means the fire selector does not have an explicit semi-auto position labelled "Semi." The game engine may still interpret the Trigger action as semi-auto by default even without the Semi flag, but the absence of the flag is notable and should be verified in-game.

Caliber

Caliber has a value of 40. This is an ammunition-type identifier. The engine uses this number to match the weapon with compatible ammunition boxes. Any ammo box item whose Caliber field matches 40 is compatible with the MP40. The in-game description confirms that caliber 40 corresponds to Maschinengewehr ammunition.

The Caliber value is an arbitrary ID. 40 does not mean "larger" or "more powerful" than caliber 1 or caliber 9. Each number maps to a different ammunition type defined in its own asset. A modder who changes the MP40's Caliber to a different number makes the weapon accept a different ammunition type, but must ensure that the new caliber's ammo boxes exist in the asset bundle.

Muzzle

Muzzle has a value of 3. This is the muzzle flash radius. When the weapon fires, the engine spawns a visual muzzle flash effect at the barrel attachment point. The Muzzle value controls the radius of that effect. Larger values produce a larger, more visible flash.

The Muzzle value affects gameplay through zombie detection. Zombie entities in Unturned detect gunshots within a radius that is partly derived from the weapon's Muzzle value. A larger Muzzle can increase the distance at which zombies react to the shot. In PvP, a larger flash makes the shooter's position more obvious to other players.

Magazine

Magazine has a value of 1479. This is the item ID of the Maschinengewehr Magazine item. When the player equips the MP40, the engine looks up item ID 1479 in the asset registry and instances it as the weapon's magazine. On reload, the engine either ejects the current magazine (storing it as a partially-loaded item in the inventory if it contains remaining rounds) or replaces it with a fresh magazine from the player's ammunition supply.

The Magazine field is a pointer, not a container of properties. The magazine's capacity, reload animation data, and ammunition type filter are all defined in the magazine asset (item 1479), not in the weapon asset. A modder who wants to change the MP40's magazine capacity edits item 1479. A modder who wants the MP40 to use a different magazine changes the Magazine field from 1479 to the desired magazine item ID.

Unlike the Augewehr and Zubeknakov, which share magazine item 123, the MP40 uses a unique magazine (item 1479) not shared by any other weapon in the briefs covered here. This makes the MP40 simpler to balance independently: editing magazine 1479 affects only the MP40. A modder who increases the MP40's magazine capacity does not need to worry about collateral effects on other weapons.

Caliber

Caliber has a value of 40. This is an ammunition-type identifier. The engine uses this number to match the weapon with compatible ammunition boxes. Any ammo box item whose Caliber field matches 40 is compatible with the MP40. The in-game description confirms that caliber 40 corresponds to Maschinengewehr ammunition.

The Caliber value is an arbitrary ID. 40 does not mean "larger" or "more powerful" than caliber 1 or caliber 9. Each number maps to a different ammunition type defined in its own asset. A modder who changes the MP40's Caliber to a different number makes the weapon accept a different ammunition type, but must ensure that the new caliber's ammo boxes exist in the asset bundle and that magazine 1479 is compatible with the new caliber.

The Caliber field is present on the MP40, unlike the Augewehr which does not define a Caliber field at all. Weapons with an explicit Caliber field have ammunition-type validation performed by the engine at the weapon level. Weapons without a Caliber field (like the Augewehr) rely on the magazine item to validate ammunition type compatibility.

Ammo_Min and Ammo_Max

Ammo_Min has a value of 16 and Ammo_Max has a value of 32. When the game spawns a fresh MP40 instance (in a loot container, for example), the engine rolls a random integer between 16 and 32, inclusive, and pre-loads that many rounds into the magazine. The value is always a whole number.

The range of 16 to 32 means the weapon can spawn anywhere from half-loaded to fully loaded, depending on the magazine capacity. A server owner who sets both values to 32 guarantees the weapon always spawns with a full magazine. A server owner who prefers variety keeps the wide range. A server owner creating a "scavenged" feel sets Ammo_Min to a low number like 4, so the weapon often spawns nearly empty.

Player damage fields

Player damage fields define how much damage the MP40 deals to other players and how that damage changes depending on where the bullet hits.

FieldValue
Player_Damage30
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage

Player_Damage has a value of 30. This is the base damage applied to any hit against a player entity. The engine reads this value first, then determines which bone group the projectile hit by inspecting the target's skeleton hitbox metadata, then multiplies Player_Damage by the corresponding bone group multiplier.

The value 30 is lower than most primary-slot assault rifles (the Augewehr has 43, the Swissgewehr has 40), which is consistent with the MP40's secondary-slot designation. A modder who raises this value increases the weapon's PvP damage output proportionally across all hit zones.

Player_Leg_Multiplier and Player_Arm_Multiplier

Both multipliers have a value of 0.6. Hits to the leg or arm bone groups deal 60% of the base damage. The engine multiplies 30 by 0.6 and rounds to the nearest representable value.

These multipliers are identical on most Unturned weapons. The leg and arm bone groups are similar in size and tactical significance -- both are peripheral hitboxes that reward less aim precision than the torso or head -- so they share the same multiplier. A modder could differentiate them by setting leg to 0.5 and arm to 0.7, but the standard convention is to keep them equal.

Player_Spine_Multiplier

Player_Spine_Multiplier has a value of 0.8. Hits to the spine and torso bone group deal 80% of the base damage. The spine is the default "body shot" hitbox -- it is the largest hitbox on the player model, so it represents the centre-mass target that most players aim for in combat. The 0.8 multiplier applies a 20% penalty relative to the base damage as a trade-off for the larger hitbox size.

A modder who sets this to 1.0 removes the body-shot penalty entirely. Body shots deal the full base damage. This changes the skill curve: headshots still get the 1.1 bonus, but the gap between body and head is narrower, reducing the reward for aiming at the smaller target.

Player_Skull_Multiplier

Player_Skull_Multiplier has a value of 1.1. Headshots deal 110% of the base damage, a 10% bonus. The skull hitbox is the smallest target on the player model, so the bonus rewards aim precision. The 1.1 multiplier is the standard value across most Unturned weapons.

A modder who sets this to 2.0 doubles headshot damage. A modder who sets it to 1.0 removes the headshot bonus, making a headshot equivalent to the base damage. A modder who sets it below 1.0 makes headshots weaker than the base -- mechanically valid but unusual.

Player damage per hit zone (computed)

Hit zoneMultiplierDamage (base 30)
Skull1.133
Spine0.824
Arm0.618
Leg0.618

The skull hit resolves to 33. The spine hit resolves to 24. Limb hits resolve to 18. These numbers represent the resolved damage before armour is applied. If the target is wearing a helmet, vest, or other armour, the armour system subtracts its damage reduction from these resolved values. Armour values are not part of this weapon asset and are not discussed here.

A modder who wants to change any of these resolved values can change the relevant field. Changing Player_Damage shifts the entire column. Changing one multiplier shifts only that row.

Zombie damage fields

Zombie damage uses separate fields with their own base value and multipliers. The engine identifies whether the hit target is a player or a zombie entity, then reads the appropriate damage table. The two systems have no fields in common.

FieldValue
Zombie_Damage99
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage

Zombie_Damage has a value of 99. This is the base damage against zombie entities. It is independent of Player_Damage (30). The value 99 is significantly higher than 30, which is the standard Unturned pattern: weapons deal much more base damage to zombies than to players. A modder who wants the MP40 to be weaker against zombies lowers this value. Because the fields are separate, lowering Zombie_Damage has no effect on PvP balance.

Zombie_Leg_Multiplier and Zombie_Arm_Multiplier

Both multipliers have a value of 0.3. This is half the player limb multiplier of 0.6. Zombie limb hits are less effective relative to the base damage than player limb hits. The lower multipliers encourage players to aim for the torso or head when fighting zombies, since limb shots waste ammunition with low damage returns.

A modder who sets these to 0.1 makes zombie limb hits essentially useless. A modder who sets them to 1.0 makes limb hits as effective as the base damage, removing the aim incentive against zombies.

Zombie_Spine_Multiplier

Zombie_Spine_Multiplier has a value of 0.6. This is lower than the player spine multiplier of 0.8. Body shots against zombies are less effective than body shots against players, relative to each weapon's base damage. This is a difficulty mechanism: zombie combat punishes imprecise aim more than PvP combat does.

Zombie_Skull_Multiplier

Zombie_Skull_Multiplier has a value of 1.1. This matches the player skull multiplier. The headshot bonus is the same across both target types: the weapon gets a 10% bonus for hitting the skull, whether the skull belongs to a player or a zombie.

Zombie damage per hit zone (computed)

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.659.4
Arm0.329.7
Leg0.329.7

The computed values show a wide spread. A skull hit resolves to 108.9, a spine hit to 59.4, and limb hits to 29.7. The gap between skull (108.9) and arm (29.7) is 79.2. A modder who wants zombie combat to be less punishing can raise the limb and spine multipliers. A modder who wants a "headshots only" zombie experience can lower the limb multipliers further or raise the skull multiplier.

Animal damage fields

Animal damage is the third independent damage system, with its own base value and multiplier set.

FieldValue
Animal_Damage30
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

Animal_Damage has a value of 30, matching the player damage base. The MP40 deals the same base damage to players and animals. The multipliers also match. This symmetry is common: weapons balanced for PvP often carry those same values into PvE animal encounters.

Missing Animal_Arm_Multiplier

There is no Animal_Arm_Multiplier field. Animal skeletons in Unturned do not include an arm bone group, so the engine does not need or read an arm multiplier for animal targets. This is a structural fact of the skeleton hierarchy, not an omission in the asset.

Animal damage per hit zone (computed)

Hit zoneMultiplierDamage (base 30)
Skull1.133
Spine0.824
Leg0.618

The computed animal damage mirrors the player damage: 33 for skull, 24 for spine, 18 for leg. A modder who wants hunting to be faster can raise Animal_Damage independently of Player_Damage, so animals die faster without changing PvP balance.

Handling fields

Handling fields control the weapon's recoil pattern, aimed-fire accuracy, and screen shake. These are the fields that determine how the weapon "feels" during sustained fire.

FieldValue
Recoil_Min_X-2
Recoil_Min_Y2
Recoil_Max_X2
Recoil_Max_Y3
Spread_Aim0.04
Shake_Min_X-0.001
Shake_Max_X0.001

Recoil fields

On each shot, the engine rolls a random horizontal value between Recoil_Min_X and Recoil_Max_X, and a random vertical value between Recoil_Min_Y and Recoil_Max_Y. These two values form a 2D camera displacement vector that is applied instantaneously. The player's aim point snaps to the new position, and the player must manually compensate to return the crosshair to the target.

The horizontal recoil range is -2 to 2. This range is symmetric around zero, meaning the weapon is equally likely to kick left or right. The maximum possible horizontal displacement is 2 units in either direction. Over a burst of fire, the left and right kicks tend to cancel each other out on average, but any individual burst can drift noticeably in one direction.

The vertical recoil range is 2 to 3. Both values are positive, so the weapon always kicks upward. The minimum upward kick is 2 units; the maximum is 3. The band between min and max is narrow (1 unit), which makes the vertical kick fairly consistent and predictable. A player can learn the approximate climb rate and compensate by pulling the mouse down.

A modder who wants the MP40 to be more controllable tightens these ranges. Setting Recoil_Max_X to 1 and Recoil_Max_Y to 2 reduces the maximum possible kick. A modder who wants an unwieldy, hard-to-control SMG widens the ranges: Recoil_Max_X to 4 and Recoil_Max_Y to 6.

Spread_Aim

Spread_Aim has a value of 0.04. This is the angular spread cone in radians applied when the player is aiming down sights. The engine takes the perfect aim direction vector and adds a random angular deviation of up to 0.04 radians. The projectile can land anywhere within a cone whose half-angle is 0.04 radians.

The value 0.04 is moderate. It is slightly higher than some primary rifles (the Zubeknakov has 0.033, the Augewehr has 0.0375), which reflects the SMG's role as a close-to-medium-range weapon. A modder who reduces this to 0.01 makes the MP40 very accurate at range when aimed. A modder who increases it to 0.08 creates a weapon whose aimed fire is unreliable beyond close quarters.

This field only applies when aiming. Hip-fire spread is governed by a different field not listed in the extracted asset data. When a player aims down the MP40's sights, the spread is 0.04. When firing from the hip, the spread is whatever the hip-fire field specifies. A modder who wants a weapon that is accurate from the hip would need to locate and modify the hip-fire spread field, which is not part of this reference.

The interaction between Spread_Aim and Range (140) defines the MP40's effective engagement envelope. At 140 units, the spread cone of 0.04 radians creates a circular dispersion at the target distance. The weapon can physically reach targets at 140 units, but the spread means hits become less reliable at longer distances. A modder who raises Range without lowering Spread_Aim creates a weapon that can reach farther but cannot hit reliably at those extended distances.

Shake fields

Shake_Min_X has a value of -0.001 and Shake_Max_X has a value of 0.001. The engine rolls a random value between these numbers and applies it as a temporary, decaying horizontal camera oscillation on each shot. The values are very small (thousandths), so the screen shake is subtle -- barely perceptible. It adds texture to the firing experience without interfering with target tracking.

A modder who sets both values to 0 eliminates all screen shake. A modder who sets them to larger magnitudes like -0.005 and 0.005 creates a weapon whose firing visibly shakes the viewport, which can be a deliberate design choice for a heavy-recoil feel.

The extracted asset data does not list Shake_Min_Y or Shake_Max_Y, which means either those fields are not present in the MP40 asset or the screen shake is horizontal-only.

Flags

The MP40 carries this flag list:

"7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Auto, Blueprints, Hook_Sight, InputItems, OutputItems, RequiresNearbyCraftingTags, Safety, [, ], {, }

Behaviour-group GUIDs

Two GUIDs appear in the flag list. The first, "7b82c125a5a54984b8bb26576b59e977", is an internal engine identifier that groups items sharing behaviour characteristics. This GUID appears on many weapons and links them to a common behaviour set. The second, "e73a23b102f24520a32ec0b2afaa6157", serves a similar grouping purpose for a different behaviour domain.

Modders creating custom weapons should generate new GUIDs rather than reusing these. Reusing a behaviour-group GUID links the custom weapon to the MP40's behaviour group, which can cause unintended inheritance of animation blending, sound routing, or inventory categorisation.

Fire mode flags

Auto enables full-automatic fire. Safety enables the safe position on the fire selector. Semi is absent from the flag list.

The Action: Trigger field combined with Auto means the weapon can fire semi-automatically (one shot per click) and full-automatically (continuous fire while holding the key). The fire selector toggles between these modes. The Safety flag adds a safe position. The cycle order is engine-defined.

The absence of Semi is notable. Most weapons with full-auto support carry both Auto and Semi. The MP40 carries only Auto. The engine may treat the Trigger action as implicitly semi-auto, so the fire selector may still include a semi-auto mode despite the missing Semi flag. A modder who finds that the MP40 fires only in full-auto should verify that the Semi flag is not required for semi-auto behaviour. If it is, the fix is to add the Semi flag to the list.

Crafting flags

Blueprints marks the asset as having a craft recipe. InputItems means the blueprint consumes input materials. OutputItems means the blueprint produces output items -- the weapon itself and potentially byproduct or disassembly materials. RequiresNearbyCraftingTags means the player must be near a world object with a matching crafting tag.

The presence of OutputItems distinguishes the MP40 from weapons like the Augewehr and Swissgewehr, which do not carry this flag. The MP40's blueprint can produce items beyond the weapon itself. A modder who wants to change disassembly yields edits the output item data in the blueprint, not in the weapon asset.

Attachment hook flags analysis

Hook_Sight is the only attachment hook flag present. The MP40 has a sight attachment point. It does not have barrel, grip, or tactical hook points.

What is absent:

  • No Hook_Barrel: the MP40 cannot accept barrel attachments (suppressors, muzzle brakes, compensators).
  • No Hook_Grip: the MP40 cannot accept grip attachments (vertical grips, angled grips, bipods).
  • No Hook_Tactical: the MP40 cannot accept tactical attachments (flashlights, laser sights).

This limited attachment ecosystem is consistent with the MP40's design as a World War II-era submachine gun -- vintage weapons typically have fewer attachment options than modern tactical rifles. A modder creating a "modernised MP40" variant would add the missing hook flags and the corresponding hook point transforms.

A modder who wants the MP40 to accept these attachment types must:

  1. Add the corresponding flag (e.g., Hook_Barrel, Hook_Grip, Hook_Tactical) to the flag list.
  2. Open the weapon's Unity prefab and add empty GameObjects at the desired attachment positions.
  3. Position and orient each hook point GameObject's transform so that attached items appear correctly on the weapon model.
  4. Include the modified prefab in the asset bundle.

The flag alone does not create the attachment point. A weapon with Hook_Barrel in its flag list but no barrel hook point GameObject will either error or silently ignore the attachment. A modder testing new hook points should equip the corresponding attachment in-game or in the Unity editor to verify the transform alignment visually.

The presence of Hook_Sight means the MP40 has at least one validated sight attachment point. A modder creating custom sights should test against the MP40 to verify that the sight's transform matches the expected hook point coordinate system on a vintage weapon model, which may differ from the coordinate system used on modern tactical rifles.

Bracket characters

[, ], {, and } are serialiser delimiters. They are structural markers, not functional flags. Modders editing the flag list in a text editor should leave them unchanged.

Where the Maschinengewehr spawns

MapSpawn tableChance per roll
FranceMilita_Special_France_Guns11.628%
IrelandCliffs_Old_Cliffs5.882%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumBelgium_Carepackage3.899%
FranceMilita_Special_France0.822%
FranceFrance_Milita_Special_France0.822%
FranceMilita_Super_France0.649%
FranceFrance_Milita_Super_France0.649%
FranceRula_France_Living0.164%
FranceFrance_Rula_France_Living0.164%
FranceRula_France_Hyrdro0.145%
FranceFrance_Rula_France_Hydro0.145%

The MP40 appears in 13 spawn tables. The France map dominates the distribution with 11 of the 13 entries.

France spawn distribution

The highest single-table chance is 11.628% on Milita_Special_France_Guns. This is a militia-themed weapons table. "Milita" is the table name as recorded in the extraction data, potentially a typo or localisation variant of "Militia." The table name is used here exactly as it appears in the extracted asset data.

The France entries appear in pairs. Milita_Special_France at 0.822% has a companion France_Milita_Special_France at 0.822%. The same pairing pattern repeats for Milita_Super_France, Rula_France_Living, and Rula_France_Hyrdro (note the variant spellings "Hyrdro" and "Hydro" -- both appear in the extraction data as separate table identifiers). These paired entries represent the same underlying spawn table referenced under two different internal table identifiers. The game engine may draw from both identifiers independently, or one may be a duplicate that does not produce additional loot. The exact behaviour depends on the map's container configuration.

Non-France spawns

Ireland has one entry: Cliffs_Old_Cliffs at 5.882%. This is a general-old-area loot table on the Ireland map's Cliffs region. It is a generic loot pool, not a weapons-specific one.

Rio has two carepackage entries: Carepackage_Brazil and Brazil_Carepackage_Brazil, both at 4.167%. The MP40 on Rio is only available through carepackages. Belgium has Belgium_Carepackage at 3.899%, also carepackage-only.

Table count and rarity perception

The MP40 appears in only 13 tables, which is fewer than many primary weapons. The Augewehr has 25 tables; the Zubeknakov has 28. The lower table count means the MP40 is encountered less frequently in the wild, even though individual table chances (up to 11.628%) are not especially low.

A server owner who wants to increase the MP40's frequency can raise weights in existing tables or add the weapon to new tables. A server owner who wants to decrease it can reduce weights -- the 11.628% entry on Milita_Special_France_Guns is the highest-impact single edit.

How server owners use this data

Each entry is a chance per single draw from that table. If a France militia container draws from Milita_Special_France_Guns three times, each draw has an 11.628% chance of selecting the MP40. The draws are independent: the MP40 could appear zero, one, two, or three times from those three draws.

To remove the MP40 from a table entirely, the server owner deletes the entry for item ID 1477 from that table's data file. To add it to a new table, they add an entry with item ID 1477 and a chosen weight. The weight determines the chance: the chance is the MP40's weight divided by the sum of all item weights in the table.

Interpreting the paired France entries

The France entries come in pairs, such as Milita_Special_France at 0.822% and France_Milita_Special_France at 0.822%. These are the same underlying spawn table referenced under two different internal table identifiers. The reason for the duplication is an artefact of how the map's container data references spawn tables -- some containers reference the table through one identifier, others through the other identifier.

The practical question for a server owner is whether both identifiers produce separate draws or whether one is a ghost reference that does not actually produce loot. The answer depends on the specific map version and whether the container configuration has been updated. A server owner auditing MP40 spawn rates on France should verify that both table identifiers are active. If only one is active, the effective chances from the duplicated entries are not additive -- the weapon still appears only from the active identifier.

The "Hyrdro" vs "Hydro" naming

Two France entries have nearly identical names: Rula_France_Hyrdro at 0.145% and Rula_France_Hydro at 0.145%. The "Hyrdro" variant (with the 'r' and 'd' transposed) and the "Hydro" variant appear as separate table identifiers. This is likely a typographical artefact in the spawn table registry -- one table was entered with a misspelled name, and the extraction tool records both identifiers. As with the paired entries, a server owner should verify which identifier is actually referenced by containers.

Why the MP40 is not on the Core map

The MP40 does not appear in any Core map spawn table in the extracted data. This is unusual for a weapon of Epic rarity. Most Epic weapons have at least one Core map entry. The MP40's absence from Core means that players on the default map never encounter this weapon through natural loot -- they must either find it on a curated map (France, Ireland) or obtain it through admin commands, trading, or custom loot table additions.

A server owner who wants the MP40 on the Core map must manually add it to one or more Core spawn tables. The natural fit would be a militia-themed table (matching the France distribution) or a carepackage table (matching the Rio and Belgium distribution). The weapon's item ID is 1477 and its GUID is b007c73f4a23448bbe2d828240eae17d.

Canned Beans

The MP40 brief contains no bean data. Weapon assets do not include food or nutritional fields -- they are a different asset category from food items. The MP40's spawn tables draw from militia, old-area, and carepackage pools. These are combat-loot pools that do not overlap with the civilian food and grocery tables that produce bean items.

The canonical bean reference for this wiki is at /lore/canned-beans-lore. A modder who wants a container to produce both weapons and beans must manually configure the container to reference both types of spawn tables.

The France militia-bean disconnect

The MP40's primary spawn source is France militia tables. Militia loot on the France map draws from combat-themed pools -- weapons, ammunition, military equipment, and militia-specific gear. Civilian food tables on France draw from grocery stores, kitchens, and residential loot pools. The container types are physically different objects on the map. A militia crate is a military-style container; a grocery shelf is a civilian container.

A modder who wants France militia crates to also produce food must edit the militia crate prefabs to reference civilian food tables. This is a map-level edit, not a weapon-level edit. The MP40's spawn chances in its existing tables are unaffected.

Bean economy and secondary weapons

A secondary weapon like the MP40 interacts with the bean economy indirectly. A player scavenging for food in civilian areas who is attacked by zombies can switch to the MP40 (secondary slot) while keeping a primary rifle ready. This dual-slot capability means the MP40 is a useful "scavenger's backup" -- it provides firepower without displacing the primary weapon that might be needed for player threats. A server owner building a survival-focused loot economy where food is scarce and combat is frequent might increase the MP40's spawn rate to give scavengers a defensive option that does not cost them their primary slot.

Practical use for server owners and modders

France-centric spawn tuning

The MP40's spawn distribution is heavily France-weighted. A France server owner can fine-tune the weapon's frequency by adjusting the weights in the 11 France tables. The paired-table pattern means the owner should check whether both entries in a pair are active. If the duplicates produce double draws, the effective chance is higher than the listed per-roll values suggest.

Secondary slot implications

The MP40 occupies the secondary slot. A player carrying this weapon still has a free primary slot. This makes the MP40 a "force multiplier" -- it adds firepower without displacing a primary rifle. A server owner balancing loot economy should consider that each MP40 spawning effectively adds a second ranged weapon to whatever player finds it, which increases the total firepower on the server faster than a primary-slot weapon would.

A server owner who wants to limit this effect can change the MP40's Slot field to Primary, which forces the player to choose between the MP40 and a rifle. Or the owner can reduce the spawn rate to make the dual-slot advantage rare.

Single attachment point

The MP40 only accepts sight attachments. It cannot use barrels, grips, or tactical accessories. A server owner adding custom attachment items should note that the MP40 is a limited attachment platform. A modder who wants to expand attachment support adds the missing hook flags and hook point transforms.

OutputItems crafting

The OutputItems flag means the MP40 blueprint can produce byproduct items. A server owner configuring a disassembly economy can use the MP40 as a source of specific materials by editing the blueprint's output item list.

Caliber and ammo

Caliber 40 maps to Maschinengewehr ammunition. Any ammo box with caliber 40 is compatible. A modder creating new ammunition types should avoid reusing caliber 40 unless the intent is to make the new ammo compatible with every caliber-40 weapon.

A server owner who adds the MP40 to a map must also ensure caliber 40 ammo boxes are available on that map. The MP40's spawn tables do not automatically include ammunition. If the weapon spawns but caliber 40 ammo does not, the weapon is only usable for the initial spawn-loaded rounds. The server owner adds caliber 40 ammo boxes to appropriate spawn tables -- militia tables on France, old-area tables on Ireland, carepackage tables on Rio and Belgium.

On the Core map, where the MP40 does not naturally spawn, caliber 40 ammo likely does not spawn either (since no weapon on Core uses it). A server owner adding the MP40 to Core must also add caliber 40 ammo boxes to Core spawn tables. The alternative is to change the MP40's Caliber field to match an ammunition type that does spawn on Core (caliber 1 for Military or caliber 9 for Ranger).

Testing workflow for a new map addition

A server owner adding the MP40 to a map for the first time should verify:

  1. The weapon asset (item 1477) is in the server's asset bundle.
  2. Magazine item 1479 is in the bundle.
  3. Caliber 40 ammo boxes are in the bundle and on spawn tables.
  4. The fire selector works correctly (test semi-auto and full-auto modes; verify Safety position).
  5. Sight attachments snap correctly to the Hook_Sight point.
  6. Loot containers actually produce the weapon (force a loot respawn and check container contents).

Steps 1-3 are asset bundle verification. Steps 4-5 are in-game functional testing. Step 6 is spawn table verification. Skipping any step risks deploying a weapon that is present in the data but non-functional for players.

Magazine independence

The MP40 uses magazine ID 1479, which is unique to this weapon. Unlike magazine 123 (shared by the Augewehr and Zubeknakov), magazine 1479 is not referenced by any other weapon in this reference set. Changes to magazine 1479 affect only the MP40. This is simpler for balance modding: the modder can adjust the MP40's magazine without worrying about collateral effects on other weapons.

A modder who wants to create a second weapon that uses the same magazine as the MP40 would set that weapon's Magazine field to 1479. This could be intentional -- two weapons sharing a magazine creates a supply-chain relationship where finding one magazine type services both weapons. A modder creating a "Maschinengewehr family" of weapons (MP40 variants, perhaps an MP38 or an MP41) would use magazine 1479 for all of them.

OutputItems in the crafting economy

The OutputItems flag makes the MP40 a source of crafting materials when disassembled. The specific output items are defined in blueprint data. A server owner running a crafting-based economy can configure the MP40's blueprint to yield specific materials -- scrap metal, mechanical components, or weapon parts -- when a player disassembles the weapon.

If the MP40 spawns frequently on a France server (the 11 France tables provide many opportunities), players can collect multiple MP40s and disassemble them for materials. A server owner who considers this an exploit can reduce the MP40's spawn rate, change the output items to less valuable materials, or remove the OutputItems flag to disable disassembly yields entirely.

What is absent

The extracted asset data does not list any attachment hook flag other than Hook_Sight. The MP40 cannot accept barrel, grip, or tactical attachments. It does not carry the Semi flag, which may mean semi-auto behaviour is implicit or that the weapon is full-auto-only. It does not appear on the Core map at all in the extracted data, meaning Core-map servers never spawn the MP40 unless a modder manually adds it to Core spawn tables. The Caliber value of 40 is unique among the weapons covered in this reference set; the Swissgewehr uses caliber 1 and the Zubeknakov uses caliber 9.

Cross-referencing with other weapons

The MP40 is the only secondary-slot weapon in this reference set. All other weapons covered (Augewehr, Swissgewehr, Zubeknakov) are primary-slot. This is the MP40's defining characteristic from a modding perspective: its slot assignment affects inventory management, spawn rate tuning, and balance considerations differently from every other weapon covered here.

The MP40 shares the GUID "7b82c125a5a54984b8bb26576b59e977" with the Augewehr, Swissgewehr, and Zubeknakov. It also shares the GUID "e73a23b102f24520a32ec0b2afaa6157" with the Zubeknakov. The shared GUIDs mean these weapons participate in common behaviour groups. The MP40 does not share a magazine item with any other weapon in this set (magazine 1479 is unique).

Testing the MP40 on a server

A server owner who adds the MP40 to a map for the first time should verify several things before deploying to players. First, confirm that magazine item 1479 is included in the map's asset bundle. If the magazine asset is missing, equipping the weapon will cause an error. Second, test the fire selector behaviour to confirm whether Semi mode works without the Semi flag. If the weapon fires only in full-auto, the owner may want to add the Semi flag. Third, test sight attachments to verify the Hook_Sight transform is correctly positioned on the weapon model.

The MP40's magazine (item 1479) uses caliber 40 ammunition. A server owner should confirm that caliber 40 ammo boxes are available on the target map through some spawn source. If the weapon spawns but ammunition does not, players will have an unusable weapon.

Secondary slot balance considerations

The MP40 occupies the secondary slot, meaning a player can carry both a primary rifle and the MP40 simultaneously. This dual-weapon capability changes how the MP40 affects server balance. On a server where primary rifles are rare, the MP40 as a secondary gives players a backup ranged weapon without displacing their primary. On a server where secondary weapons are intentionally weak (pistols only), the MP40's assault-rifle-like damage profile (Player_Damage 30, Zombie_Damage 99) breaks that balance.

A server owner who wants secondary-slot weapons to be weak can lower the MP40's Player_Damage from 30 to a lower value, or reduce its spawn rate so that the dual-weapon advantage is rare. Alternatively, the owner can change the Slot field from Secondary to Primary, forcing players to choose between the MP40 and a rifle.

Handling profile analysis

The MP40's handling fields create a specific firing feel:

  • Recoil: horizontal range -2 to 2 (moderate, symmetric). Vertical range 2 to 3 (narrow band, consistent upward climb).
  • Spread_Aim: 0.04 (moderate -- higher than the Zubeknakov's 0.033 and the Augewehr's 0.0375, matching the Swissgewehr's general accuracy tier).
  • Shake: -0.001 to 0.001 (subtle -- the smallest shake values in this reference set, even lower than the standard -0.0025 to 0.0025).

The narrow vertical recoil band (2 to 3, a gap of only 1 unit) means the MP40's upward climb is consistent and learnable. The moderate horizontal spread (-2 to 2, symmetric) adds unpredictability to the left-right axis. The combination produces a weapon that climbs predictably but drifts unpredictably, which is thematically appropriate for a vintage submachine gun: the shooter can control the vertical climb with practice but cannot fully compensate for the horizontal drift.

A modder making a "tactical modernisation" variant would reduce the horizontal recoil range (to -1 to 1 or even -0.5 to 0.5) and add the missing attachment hooks (Hook_Barrel, Hook_Grip, Hook_Tactical). A modder making a "worn-out relic" variant keeps the wide horizontal range and increases spread, creating a weapon that is hard to control but characterful.

The MP40 asset is unique among the weapons in this reference set for its secondary-slot designation, its single attachment point, its absence from the Core map, and its France-centric spawn distribution. Modders working with secondary-slot weapons can use the MP40 as a reference for how secondary weapons differ from primary rifles in range, damage, spawn distribution, and attachment ecosystem. The magazine independence (item 1479 is not shared) makes the MP40 simpler to balance than weapons with shared magazine dependencies. This article documents the MP40 as it exists in the asset data at the time of extraction. Game updates may change field values, add or remove flags, or alter spawn table distributions. A modder referencing this data should verify the current asset state against the live game files before deploying changes to a production server.

The MP40/Maschinengewehr is a secondary-slot submachine gun with a unique position in the Unturned weapon ecosystem. Its limited attachment options, France-heavy spawn distribution, and absence from the Core map make it a weapon that server owners must deliberately choose to include in their loot economy rather than one that appears by default. Modders creating custom secondary weapons or vintage-firearm variants will find the MP40 a useful reference for how secondary-slot balance, limited attachment hooks, and curated-map distribution create a distinct weapon identity.