Paintball Gun Weapon Reference
The Paintball Gun is a secondary-slot recreational weapon chambered in Paintballs (caliber 30). Its asset name in the game files is Paintballgun (one word, no space, lowercase 'g'). The weapon is unique among the four in this reference series for two reasons: all three of its base damage values are 15 (making it the only weapon with uniform base damage across target types), and its Magazine field uses a GUID string ("4ad809bed5ba4422a6eade724d2f1427") instead of an integer asset ID. This article documents every field, every multiplier, every spawn table, and the GUID-based magazine system.
Asset identity
The Paintball Gun loads from the asset file named Paintballgun.dat. The asset name is one word with a lowercase 'g', which is important for modders to get right when referencing the asset in code or configuration.
| Property | Value |
|---|---|
| Asset name | Paintballgun |
| Item ID | 1337 |
| GUID | a6e98db69d43463083a5537d4d2113c5 |
| Rarity | Uncommon |
| Slot | Secondary |
The in-game description reads: Painting tool chambered in Paintballs.
The item ID 1337 is a notable number. It is the same ID associated with "leet" culture, though whether this was an intentional choice by the developers is not stated in the game data. The GUID a6e98db69d43463083a5537d4d2113c5 is the stable cross-update identifier.
The Secondary slot means the Paintball Gun occupies the sidearm holster. It does not compete with primary weapons for inventory space. This slot assignment, combined with its low and uniform damage, positions it as a utility or recreational item rather than a combat weapon. A player can carry a primary rifle and the Paintball Gun simultaneously.
The Uncommon rarity controls the inventory background colour. It does not gate any specific loot table entry because every spawn entry uses table-specific chance values. The rarity can be overridden by a server owner without affecting any other stat.
Ballistics table
| Field | Value |
|---|---|
| Range | 100 |
| Firerate | 3 |
| Action | Trigger |
| Caliber | 30 |
| Magazine | "4ad809bed5ba4422a6eade724d2f1427" |
| Ammo_Min | 15 |
| Ammo_Max | 30 |
Range
100 is the maximum projectile distance in metres. Paintballs travel up to 100 metres before the engine destroys them. This is four times the Nailgun's range of 25, half the PDW's range of 125, and half the Crossbow's range of 200. At 100 metres, the Paintball Gun is capable at medium range but loses projectiles beyond that distance.
The 100-metre range is appropriate for a recreational paintball marker. Real paintball markers are effective at similar distances. The game's projectile system does not simulate paintball-specific ballistics like drop or wind; the projectile travels in a straight line (plus any spread deviation from the Spread_Aim field) until it hits something or reaches the range limit.
Firerate
3 is the tick-interval between shots. The Paintball Gun and the Nailgun share the same Firerate of 3, which is the fastest in this reference series. The PDW has Firerate of 4 and the Crossbow has 50. The Paintball Gun cycles quickly for a semi-automatic weapon.
Combined with the Semi flag (one shot per trigger pull) and the Trigger action type (no mechanical delay), the Paintball Gun fires as fast as the player can pull the trigger, bounded by this tick interval.
Action
Trigger means the weapon fires on each trigger pull with no secondary mechanical animation. There is no pump, bolt, or string cycle. The instant the player pulls the trigger, a paintball projectile is spawned and launched. The Semi flag limits fire to one round per pull, so the effective rate of fire is the player's trigger-finger speed bounded by the Firerate tick interval.
Caliber
30 is the caliber ID for Paintball ammunition. This is a dedicated Paintball caliber, separate from every other ammunition type in the game. Caliber 30 sits near the top of the caliber ID table; caliber IDs are generally assigned in order of addition to the game, with paintballs being a relatively late addition.
Any magazine or loose ammunition the Paintball Gun accepts must match caliber ID 30. The engine checks this when a player attempts to load ammunition: if the ammunition's caliber is not 30, the loading action is rejected.
A modder introducing new paintball variants should assign them to caliber 30 so they work with the existing Paintball Gun without requiring a weapon asset edit.
Magazine
The Magazine field is "4ad809bed5ba4422a6eade724d2f1427". This is a GUID string, not an integer asset ID. This is the most mechanically distinctive field in the Paintball Gun's ballistics block. Most weapons use an integer asset ID for the Magazine field (Crossbow: 347, Nailgun: 1166, PDW: 6). The Paintball Gun uses a GUID.
The GUID 4ad809bed5ba4422a6eade724d2f1427 corresponds to the Paintball Hopper. The hopper serves the same function as a magazine: it holds paintball ammunition and defines the capacity. The engine auto-attaches the hopper when the Paintball Gun spawns for the first time.
Using a GUID instead of an integer asset ID is a choice that makes the magazine reference more stable across game updates. GUIDs do not change when the item registry is reordered; integer IDs can shift. The Paintball Hopper's GUID will always resolve to the same asset regardless of what its numerical ID becomes in a future patch.
Ammo_Min and Ammo_Max
Ammo_Min is 15 and Ammo_Max is 30. The engine picks a random integer in this range when the weapon spawns. The Paintball Gun can spawn with anywhere from half a hopper (15 paintballs) to a full hopper (30 paintballs).
The range is symmetrical: the minimum (15) is exactly half the maximum (30). This means the weapon never spawns with less than half capacity. Compared to the Nailgun, which can spawn with as few as 5 rounds out of a 20-round magazine (a quarter capacity), the Paintball Gun's spawn ammunition range is more generous.
Player damage table
| Field | Value |
|---|---|
| Player_Damage | 15 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage
15 is the base player damage. This is the lowest base player damage in this reference series: Crossbow 80, PDW 40, Nailgun 19, Paintball Gun 15. The Paintball Gun is the least damaging of the four.
The value of 15 reflects the weapon's identity as a recreational paintball marker, not a combat firearm. A paintball to the torso deals minimal damage. The weapon is intended for arena games and recreational use, not for fighting zombies or enemy players.
Multipliers
The multiplier structure is standard: leg at 0.6, arm at 0.6, spine at 0.8, and skull at 1.1. These are identical to the player damage multipliers on every other weapon in this reference series. Only the base damage varies.
Computed player damage by hit zone
| Hit zone | Multiplier | Damage (base 15) |
|---|---|---|
| Skull | 1.1 | 16.5 |
| Spine | 0.8 | 12 |
| Arm | 0.6 | 9 |
| Leg | 0.6 | 9 |
A headshot delivers 16.5 damage, a spine shot 12, and limb shots 9. The difference between the most damaging shot (skull, 16.5) and the least damaging shot (limb, 9) is only 7.5 points of damage. With a base damage this low, the multiplier differences have minimal practical impact: even the best possible shot does only marginally more damage than the worst.
Zombie damage table
| Field | Value |
|---|---|
| Zombie_Damage | 15 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Zombie_Damage
15 is the base zombie damage, identical to the player base damage. The Paintball Gun is one of the few weapons where the player and zombie base damage values are equal. There is no asymmetric boost against NPCs.
For comparison: the Crossbow's Zombie_Damage is 99 (versus Player_Damage of 80). The PDW's Zombie_Damage is 99 (versus Player_Damage of 40). The Nailgun's Zombie_Damage is 23 (versus Player_Damage of 19). Only the Paintball Gun has identical player and zombie base damage.
Zombie multipliers
The limb multipliers drop to 0.3, the spine multiplier to 0.6, and the skull multiplier stays at 1.1. This is the standard zombie multiplier set: harsher penalties for non-headshot hits, consistent headshot bonus.
Computed zombie damage by hit zone
| Hit zone | Multiplier | Damage (base 15) |
|---|---|---|
| Skull | 1.1 | 16.5 |
| Spine | 0.6 | 9 |
| Arm | 0.3 | 4.5 |
| Leg | 0.3 | 4.5 |
A zombie headshot deals 16.5 damage. Because the zombie base damage is the same as the player base damage (15), the zombie headshot value of 16.5 is identical to the player headshot value of 16.5. The difference between headshot and limb damage is wider (from 16.5 to 4.5, a spread of 12) than against players (from 16.5 to 9, a spread of 7.5) because the limb multipliers are lower.
Animal damage table
| Field | Value |
|---|---|
| Animal_Damage | 15 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Animal_Damage
15 is the base animal damage, matching the player and zombie base values. All three target types receive the same base damage from the Paintball Gun. This is unique among the four weapons in this reference series; every other weapon has asymmetric base damage across at least one target type.
The designers chose to make the Paintball Gun equally weak against all targets. This reinforces its identity as a recreational item rather than a weapon. A paintball hurts equally whether it hits a player, a zombie, or an animal -- which is to say, very little.
Animal multipliers
The leg multiplier is 0.6, spine is 0.8, and skull is 1.1. These match the player multiplier set exactly. There is no Animal_Arm_Multiplier; the animal hit model does not include an arm zone.
Computed animal damage by hit zone
| Hit zone | Multiplier | Damage (base 15) |
|---|---|---|
| Skull | 1.1 | 16.5 |
| Spine | 0.8 | 12 |
| Leg | 0.6 | 9 |
Animal damage is identical to player damage by hit zone. A skull shot deals 16.5, a spine shot 12, and a leg shot 9. The values are the same as the player computed damage table because the base damage and multipliers are identical.
Damage block summary and cross-target comparison
The Paintball Gun's three damage blocks are nearly identical:
| Target type | Base damage | Limb mult | Spine mult | Skull mult |
|---|---|---|---|---|
| Player | 15 | 0.6 | 0.8 | 1.1 |
| Zombie | 15 | 0.3 | 0.6 | 1.1 |
| Animal | 15 | 0.6 | 0.8 | 1.1 |
The player and animal blocks are identical in every value. The zombie block differs only in the limb multiplier (0.3 versus 0.6) and the spine multiplier (0.6 versus 0.8). The base damage and skull multiplier are the same across all three.
Effective damage by target and hit zone:
| Target | Skull | Spine | Limb |
|---|---|---|---|
| Player | 16.5 | 12 | 9 |
| Zombie | 16.5 | 9 | 4.5 |
| Animal | 16.5 | 12 | 9 |
The headshot value is identical across all targets (16.5). Limb damage is twice as effective against players and animals (9) as against zombies (4.5). Spine damage is better against players and animals (12) than against zombies (9). The only zone where the Paintball Gun's damage is target-agnostic is the skull.
A modder who wants to create target-type differentiation would change one or more of the base damage values. For a weapon that is better against zombies, set Zombie_Damage to a value higher than 15, for example 30. For a weapon that is purely recreational with no combat use, set all three *_Damage fields to 0. The weapon would still fire projectiles and produce visual and audio effects, but no damage would be applied.
Handling and recoil table
| Field | Value |
|---|---|
| Recoil_Min_X | -0.2 |
| Recoil_Min_Y | 2 |
| Recoil_Max_X | 0.2 |
| Recoil_Max_Y | 4 |
| Spread_Aim | 0.2 |
| Shake_Min_X | -0.01 |
| Shake_Max_X | 0.01 |
Recoil_Min_X and Recoil_Max_X
The horizontal recoil is bounded between -0.2 and 0.2. On each shot, the engine picks a random value in this range and offsets the aim point horizontally. The range is symmetric around zero, so horizontal kick is evenly distributed left and right. The magnitude of 0.2 is very small; the Paintball Gun has almost no horizontal recoil.
Recoil_Min_Y and Recoil_Max_Y
The vertical recoil is bounded between 2 and 4. Both values are positive, so the recoil always kicks upward. The Paintball Gun's vertical recoil range is identical to the Nailgun's and the PDW's (all share 2 to 4). This appears to be a standard recoil profile for secondary weapons in Unturned.
Spread_Aim
0.2 is the aiming spread. This is an intermediate value in this reference series: tighter than the Nailgun's 0.5 but wider than the PDW's 0.1 and much wider than the Crossbow's 0.001. The Paintball Gun has moderate inaccuracy when aiming, which is appropriate for a paintball marker firing spherical projectiles through a smoothbore barrel.
The spread value is a cone half-angle (or a similar angular deviation metric) in the engine's coordinate system. A larger value means a wider cone of fire. Paintball projectiles spread out from the aim point by up to the Spread_Aim deviation on each shot.
Shake_Min_X and Shake_Max_X
-0.01 to 0.01 is the screen-shake range applied to the viewport on firing. The camera moves very slightly on each shot. The shake magnitude is the same as the Nailgun's. The effect is mild enough to be barely noticeable and does not interfere with aim tracking.
Handling comparison across the series
| Weapon | Recoil X range | Recoil Y range | Spread_Aim | Shake range |
|---|---|---|---|---|
| Crossbow | -5 to 5 | 5 to 10 | 0.001 | 0.005 |
| Nailgun | -0.2 to 0.2 | 2 to 4 | 0.5 | 0.01 |
| Paintball Gun | -0.2 to 0.2 | 2 to 4 | 0.2 | 0.01 |
| PDW | -2 to 2 | 2 to 4 | 0.1 | 0.001 |
The Paintball Gun and Nailgun share identical recoil and shake profiles. They differ only in Spread_Aim (Paintball Gun 0.2, Nailgun 0.5), with the Paintball Gun being 2.5 times more accurate.
Flags
| Flag | Effect |
|---|---|
7b82c125a5a54984b8bb26576b59e977 | Item origin GUID (content bundle identifier) |
Blueprints | Enables the crafting blueprint system |
Hook_Grip | Allows a grip attachment to be mounted |
Hook_Sight | Allows a sight/scope attachment to be mounted |
Hook_Tactical | Allows a tactical attachment to be mounted |
InputItems | Enables manual ammo loading |
RequiresNearbyCraftingTags | Requires a nearby crafting station for blueprint operations |
Semi | Enables semi-automatic fire mode |
[, ], {, } | Attachment-system bracket flags (internal attachment tree delimiters) |
Flag walkthrough
The Paintball Gun has all three standard attachment hooks: Hook_Grip, Hook_Sight, and Hook_Tactical. This gives it full modularity for a secondary weapon. A player can attach a grip, a sight, and a tactical device all at once. This match of three hooks is shared with the Crossbow and the PDW; the Nailgun is the only weapon in this series with fewer hooks (one).
The attachment hooks are independent. A grip, sight, and tactical attachment can each be mounted simultaneously without interfering with one another, as long as all three hook points are present and the attachment tree structure supports them.
The Blueprints flag enables crafting through blueprints. The RequiresNearbyCraftingTags flag gates crafting behind a station requirement. A player must be near a qualifying crafting station to build or disassemble a Paintball Gun. The specific station tags are defined in the blueprint asset, not the weapon asset. If no blueprint references the Paintball Gun, the Blueprints flag has no effect because there is nothing to trigger.
The Semi flag limits fire to one shot per trigger pull. The Paintball Gun does not have the Auto flag, so it cannot fire continuously. Combined with the Trigger action type and Firerate of 3, the weapon fires as fast as the player pulls the trigger. There is no fire-mode selector; the weapon is semi-automatic only.
The Paintball Gun does not have the Safety flag. There is no safety toggle. The weapon is always live when equipped. This is consistent with the Nailgun (no safety) and differs from the Crossbow and PDW (both have Safety).
The bracket characters [, ], {, } are internal attachment-tree serialisation delimiters. They define the hierarchy of attachment slots. With three hooks, the Paintball Gun's attachment tree has three leaf nodes (grip, sight, tactical) enclosed within the bracket structure.
Flag comparison across the series
| Weapon | Attach hooks | Safety | Auto | Semi |
|---|---|---|---|---|
| Crossbow | Grip, Sight, Tactical | Yes | No | Yes |
| Nailgun | Tactical only | No | No | Yes |
| Paintball Gun | Grip, Sight, Tactical | No | No | Yes |
| PDW | Grip, Sight, Tactical | Yes | Yes | Yes |
The Paintball Gun has the same hook set as the Crossbow and PDW, the same safety status as the Nailgun (none), and the same fire-mode set as the Crossbow and Nailgun (semi only).
The GUID magazine field
The Paintball Gun's Magazine field is "4ad809bed5ba4422a6eade724d2f1427", a GUID string. This is worth examining in detail because it differs from the integer asset ID convention used by most weapons.
Why a GUID?
GUIDs (Globally Unique Identifiers) are 32-character hexadecimal strings that uniquely identify an asset across the entire game ecosystem. Unlike integer item IDs, GUIDs do not change when the item registry is reordered. If a future game update adds new items and shifts the numeric ID of the Paintball Hopper, the GUID will still resolve correctly.
The GUID 4ad809bed5ba4422a6eade724d2f1427 corresponds to the Paintball Hopper asset. The hopper serves the same function as a magazine: it holds paintball ammunition, defines the capacity, and attaches to the weapon's appearance model.
How the engine resolves it
When the Paintball Gun spawns, the engine reads the Magazine field. It encounters a string value, not an integer. The engine recognises the GUID format and queries the asset registry for an asset with that GUID. If found, the asset is loaded and auto-attached to the weapon. If not found, the weapon spawns without a magazine, and the engine may log a warning.
Modder implications
A modder who wants to change the default hopper has two options:
Replace with an integer item ID. Change
"4ad809bed5ba4422a6eade724d2f1427"to an integer like1338(if a custom hopper with that ID exists). The engine accepts both formats, though the specific parser may require the value to be typed correctly (string for GUID, integer for item ID).Replace with a different GUID. Change the GUID to one that points to a custom hopper asset. The custom hopper must accept caliber 30 ammunition for the Paintball Gun to load paintballs through it.
If the replacement magazine does not accept caliber 30 ammunition, the weapon will not load paintballs regardless of the magazine's other properties. The caliber ID match (30) is enforced at the ammunition-loading stage, not at the magazine-attachment stage.
Stable references
The use of a GUID for the magazine field is a best practice for mod stability. A mod that overrides the Paintball Gun's stats but leaves the magazine GUID intact will continue to work across game updates, because the GUID is constant. A mod that replaces the GUID with a numerical item ID may break if the target item's numerical ID changes in a future update.
Damage system: uniform base, divergent multipliers
The Paintball Gun's three damage blocks share the same base value (15) but use divergent multiplier sets for zombies. This is unusual and worth understanding for modding.
| Target type | Base damage | Limb mult | Spine mult | Skull mult |
|---|---|---|---|---|
| Player | 15 | 0.6 | 0.8 | 1.1 |
| Zombie | 15 | 0.3 | 0.6 | 1.1 |
| Animal | 15 | 0.6 | 0.8 | 1.1 |
The player and animal blocks are identical in every field. The zombie block differs in two multipliers: limb (0.3 versus 0.6) and spine (0.6 versus 0.8). The zombie block's harsher multipliers are the standard pattern for every weapon in this series and for most weapons in Unturned.
A modder who wants uniform damage across all target types would set the zombie multipliers to match the player multipliers: Zombie_Leg_Multiplier to 0.6, Zombie_Arm_Multiplier to 0.6, and Zombie_Spine_Multiplier to 0.8. The weapon would then deal the same damage to every target type in every hit zone.
A modder who wants target-type differentiation but with the Paintball Gun's low base damage would adjust the base values rather than the multipliers. For example, setting Zombie_Damage to 30 would double the zombie damage relative to player damage, while keeping the multiplier curve intact.
Spawn tables
The Paintball Gun appears in 33 loot tables, making it the second most widely distributed weapon in this reference series (behind the PDW's 31 tables, but with more civilian-friendly tables). It appears in paintball-arena tables at guaranteed rates, in civilian gun tables at high rates (50% and above), and in general civilian loot tables at lower rates (1.6% to 2.7%).
Guaranteed arena spawns
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Paintball_Arena_0_Arena_Guns_Paintball | 100.000% |
| Core | Arena_Guns_Paintball | 100.000% |
Two tables guarantee a Paintball Gun on every roll. Paintball_Arena_0_Arena_Guns_Paintball is a map-specific arena table, likely tied to a specific paintball arena map variant. Arena_Guns_Paintball is the generic arena paintball gun table used across all arena game modes.
These two tables exist to ensure Paintball Guns are always available in arena game modes. Without them, players might spawn into a paintball match and be unable to find a Paintball Gun. Arena modes typically place these tables on spawn nodes near player spawn points.
Civilian gun tables at high rates
| Map | Spawn table | Chance per roll |
|---|---|---|
| France | Civilian_France_Guns | 55.556% |
| Core | Civilian_Canada_Guns | 50.000% |
| Core | Civilian_America_Guns | 50.000% |
| Core | Civilian_Peaks_Guns | 50.000% |
Civilian gun tables give the Paintball Gun high-probability entries. The France civilian gun table gives 55.556%, the highest non-guaranteed chance. The Canada, America, and Peaks civilian gun tables each give 50.000%, meaning the Paintball Gun has exactly a coin-flip chance of appearing every time one of these tables is rolled.
The Civilian_Guns tables are distinct from the general Civilian tables. The _Guns suffix indicates a table that only contains firearms and firearm-adjacent items. The un-suffixed Civilian tables contain a broader mix of items (clothing, food, tools, and occasionally weapons). The Paintball Gun's presence in the civilian gun tables at high rates makes it a common find in dedicated gun spawn locations.
General civilian tables at standard rates
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Washington_Civilian_America | 2.670% |
| Core | Civilian_America | 2.670% |
| France | Civilian_France | 1.857% |
| France | France_Civilian_France | 1.857% |
| France | Airport_France | 1.782% |
| France | France_Airport_France | 1.782% |
| Core | PEI_Civilian_Canada | 1.671% |
| Core | Civilian_Canada | 1.671% |
| Core | Russia_Civilian_Russia | 1.671% |
| Core | Civilian_Russia | 1.671% |
| Core | Civilian_Peaks | 1.671% |
| Core | Peaks_Civilian_Peaks | 1.671% |
| Core | Festive_Russia_Civilian_Russia | 1.638% |
| EasterIsland | Easter_Civilian_Easter | 1.628% |
These tables represent standard civilian loot spawns. The Paintball Gun appears as a low-probability drop in the broader civilian loot pool. The chance values cluster in the 1.6% to 2.7% range, with slight variations per map and per themed-table variant.
The America civilian tables give the highest general-civilian chance at 2.670%. The France civilian tables give 1.857%. The France airport tables give 1.782%. Most other civilian tables give 1.671%. The Festive Russia table gives 1.638%, and the Easter Island table gives 1.628%.
The doubling of entries (e.g., Civilian_France and France_Civilian_France) follows the same pattern seen in the Crossbow and PDW spawn tables: one entry is the global table name, and the other is the map-prefixed variant. Both may apply to a given spawn node, effectively doubling the chance in some configurations.
Full spawn table (verbatim)
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Paintball_Arena_0_Arena_Guns_Paintball | 100.000% |
| Core | Arena_Guns_Paintball | 100.000% |
| France | Civilian_France_Guns | 55.556% |
| Core | Civilian_Canada_Guns | 50.000% |
| Core | Civilian_America_Guns | 50.000% |
| Core | Civilian_Peaks_Guns | 50.000% |
| Core | Washington_Civilian_America | 2.670% |
| Core | Civilian_America | 2.670% |
| France | Civilian_France | 1.857% |
| France | France_Civilian_France | 1.857% |
| France | Airport_France | 1.782% |
| France | France_Airport_France | 1.782% |
| Core | PEI_Civilian_Canada | 1.671% |
| Core | Civilian_Canada | 1.671% |
| Core | Russia_Civilian_Russia | 1.671% |
| Core | Civilian_Russia | 1.671% |
| Core | Civilian_Peaks | 1.671% |
| Core | Peaks_Civilian_Peaks | 1.671% |
| Core | Festive_Russia_Civilian_Russia | 1.638% |
| EasterIsland | Easter_Civilian_Easter | 1.628% |
Showing 20 of 33 tables that can produce this weapon.
The extracted asset data lists 20 of 33 total tables. The 13 tables not shown exist in the game data. Given the pattern of the visible tables, the missing entries likely include additional map-specific civilian tables for maps like Germany, more airport variants, and possibly additional arena or event-themed tables.
Reading the spawn distribution
The Paintball Gun's spawn distribution has a clear three-tier hierarchy:
- Arena tables (100.000%): Guaranteed in paintball arena modes. These are the "always available" tier.
- Civilian gun tables (50.000% to 55.556%): Very common in dedicated civilian firearm loot pools. A player searching civilian gun locations has roughly even odds of finding a Paintball Gun.
- General civilian tables (1.628% to 2.670%): An occasional find in standard civilian loot. These are the "stumble upon" tier; players looting houses and shops may find one occasionally.
This three-tier distribution means the Paintball Gun is simultaneously a guaranteed arena weapon (always available where it is most relevant) and a moderate-to-rare civilian find in survival mode. Server owners can adjust the tiers independently: raise or lower the civilian gun table rates for general availability, or adjust the general civilian rates for the "stumble upon" frequency.
Spawn distribution compared to other weapons
The Paintball Gun's distribution pattern contrasts with the other weapons in this series:
- Crossbow: Guaranteed in dedicated tables, rare in generic farm/camp tables. Military/hunting theme.
- Nailgun: Guaranteed in a single construction table, rare in construction and mine tables. Industrial theme.
- PDW: Moderate rates in special gun tables, rare in military/arena/airdrop tables. Military theme.
- Paintball Gun: Guaranteed in arena tables, high rates in civilian gun tables, low rates in general civilian tables. Civilian/recreational theme.
Canned Beans
This section documents the Paintball Gun's relationship -- or lack of one -- with the Canned Beans canon of the 57 Studios wiki. For the full beans lore, see Canned Beans.
The Paintball Gun brief contains no verified bean data. There is no bean-related flag, no bean ammunition type, no bean-themed blueprint, no bean icon override, and no bean loot table associated with this weapon. The Paintball Gun does not reference Canned Beans (ID 13) or Spoiled Beans (ID 129) in any asset field.
This absence is expected. The Paintball Gun fires Paintballs (caliber 30). Canned Beans are food consumables. The two item categories do not intersect in the base game data. The caliber system, the GUID-based magazine system, and the attachment system are all weapon mechanics; food items do not participate in any of them.
However, the Paintball Gun has a thematic affinity worth noting: paintballs and beans are both approximately cylindrical objects that could plausibly be loaded into a hopper-style launcher. A modder who wanted to create "Beanball" ammunition would need to:
- Create a new ammunition asset with a bean-like model and icon, using caliber 30 so the existing Paintball Gun accepts it without modification.
- Create a blueprint that converts Canned Beans items (ID 13) into Beanball ammunition.
- Optionally create a custom Paintball Hopper variant that references the Beanball ammunition by GUID or caliber ID. The GUID
4ad809bed5ba4422a6eade724d2f1427would be replaced with the custom hopper's GUID.
No such mod exists in the official game data. The beans section for the Paintball Gun records an absence with a plausible creative path for interested modders.
Practical use for server owners
Arena configuration
The two 100% arena tables (Paintball_Arena_0_Arena_Guns_Paintball and Arena_Guns_Paintball) ensure Paintball Guns are always available in arena modes. Server owners running paintball arenas should confirm that these tables are placed on spawn nodes within the arena map. If a spawn node does not reference either table, players at that node may start without a Paintball Gun.
Paintball arena game modes depend on these guaranteed tables. If a server owner removes them from all spawn nodes, players may be unable to find Paintball Guns, and the arena mode becomes non-functional.
Civilian loot balancing
The high civilian gun table rates (50% to 55.556%) mean the Paintball Gun is a common find in civilian gun loot. Server owners who find this too frequent should lower these values. Reducing Civilian_France_Guns from 55.556% to 25% would more than halve the appearance rate. Reducing the general civilian table values (currently 1.628% to 2.670%) would make the Paintball Gun rarer in standard loot without affecting the dedicated gun tables.
The general civilian table entries (1.6% to 2.7%) produce a low but steady stream of Paintball Guns in standard survival gameplay. A server owner who finds these too frequent can reduce them to 1% or below. A server owner who wants the Paintball Gun to be arena-only would remove all civilian table entries entirely.
Damage configuration
The Paintball Gun's three base damage values are all 15. Server owners who want the Paintball Gun to be a viable combat weapon should raise these values, at least against the relevant target types. Setting Player_Damage to 30 would double its combat effectiveness while keeping the arena tables intact (arena modes often use custom damage rules separate from the survival damage system).
Server owners who want the Paintball Gun to be purely recreational (zero damage) should set all three *_Damage fields to 0. The weapon would still fire projectiles with visual and audio effects, still consume paintball ammunition, and still function in arena modes that use hit detection rather than damage for scoring. The multipliers can be left unchanged; they only matter when the base damage is non-zero.
Crafting configuration
The Blueprints flag enables crafting. The RequiresNearbyCraftingTags flag requires a station. A server owner who wants players to craft Paintball Guns anywhere (no station needed) would remove the RequiresNearbyCraftingTags flag. A server owner who wants them to be loot-only (no crafting possible) would remove the Blueprints flag. The guaranteed arena tables ensure the weapon is still accessible even if crafting is disabled.
Practical use for modders
The GUID magazine field
The Paintball Gun's Magazine field uses a GUID string ("4ad809bed5ba4422a6eade724d2f1427") rather than an integer asset ID. This is a critical detail for modders who are editing the asset file. If a modder replaces the GUID with an integer, they must ensure the engine can resolve the integer to a valid asset. GUIDs and integers are not interchangeable; the engine expects the type that is present in the original asset.
When creating a custom magazine:
- Use a GUID for maximum stability across game updates.
- Ensure the custom magazine accepts caliber 30 ammunition (match the Paintball Gun's
Caliberfield). - Test the custom magazine by spawning a fresh Paintball Gun and confirming it auto-attaches the new magazine.
Common modding operations
Creating a custom hopper. Create a new magazine asset that accepts caliber 30 ammunition. Set the Paintball Gun's Magazine field to the new asset's GUID or integer ID. The new hopper can have a different capacity (changing how many paintballs the gun can hold before reloading), a different model (a larger hopper, a box magazine, a belt feed), or a different icon.
Adding automatic fire. Add the Auto flag to the flags list. Combined with the Firerate of 3, the Paintball Gun would fire continuously at a fast cycle rate. This changes the weapon's character from a recreational semi-automatic item to an automatic paintball marker. Paintball arenas might use automatic-fire markers as a power-up or special weapon.
Adding a safety toggle. Add the Safety flag. This enables the safety toggle mechanic, allowing players to safe the weapon between uses. The Safety flag interacts with the Trigger action type by simply disabling trigger input when the safety is on. This is a convenience feature; the Paintball Gun's low damage makes an accidental discharge less consequential than with higher-damage weapons, but the safety toggle can still help players avoid wasting limited ammunition.
Adjusting accuracy. Lower Spread_Aim from 0.2 to a smaller value for a more accurate Paintball Gun. A value of 0.05 would make it four times more precise when aiming. This would make the Paintball Gun a more viable combat option, since its low damage would be offset by the ability to consistently land headshots at medium range.
Changing the slot. The Secondary slot assignment is a top-level asset property (not shown in the ballistics table). Changing it to Primary would move the Paintball Gun to the primary weapon slot. This would be an unusual change for a recreational weapon, but it would allow players to dedicate their primary slot to a paintball marker for arena or roleplay purposes.
Removing attachment hooks. Remove one or more of the Hook_Grip, Hook_Sight, or Hook_Tactical flags to restrict attachment options. The corresponding bracket entries must also be removed to maintain a valid attachment tree structure.
Data integrity
The Paintball Gun's asset name is Paintballgun (one word, no space, lowercase 'g'). Modders referencing the asset in code or configuration must match this exact casing. A reference to PaintballGun or Paintball Gun will not resolve because the engine's asset lookup is case-sensitive for asset names.
The GUID a6e98db69d43463083a5537d4d2113c5 and item ID 1337 are the canonical identifers. The magazine GUID 4ad809bed5ba4422a6eade724d2f1427 must remain intact or be replaced with a valid alternative that resolves to a caliber-30-compatible magazine.
The Caliber field (30) must match the magazine's ammunition type. If the caliber does not match, the weapon will accept the magazine (attachment validation only checks hook compatibility, not caliber), but ammunition will not load from it.
The GUID-based Magazine field is the most fragile part of the Paintball Gun asset to modify. If the replacement GUID does not resolve to a valid asset, the weapon spawns without a magazine. If it resolves to an asset that does not accept caliber 30 ammunition, the weapon cannot be reloaded. Always verify the replacement magazine exists in the loaded bundles and that its caliber matches 30 before deploying to a live environment.
Test all overrides on a local server. Test with a fresh spawn (/give), a loot table roll, manual reloading, and firing against all three target types. Confirm the GUID magazine auto-attaches correctly and that ammunition loads without errors.
