Scalar Gun Reference
The Scalar is a carbine asset in Unturned, defined by item ID 1447 and GUID 12eef9a2f8124dc6abb81ffb82e9f1fe. It sits in the Secondary weapon slot with Rare rarity. The in-game description reads: American carbine chambered in Scalar ammunition. This article documents every field in the Scalar asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.
An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.
The Scalar occupies the Secondary weapon slot despite being described as a carbine. In Unturned, the Secondary slot includes both pistols and compact long guns. The Scalar is among the few Rare-tier Secondary weapons, giving it a higher status than most sidearms. Its distinguishing technical features include a generous Ammo_Max of 30 (unusually high for a Secondary), a Firerate 3 (among the fastest), and presence across 11 spawn tables spanning six maps. The weapon also features a notably high Caliber value of 39, the highest among the weapons in this reference series.
Reading the asset: what each field controls
When you open the Scalar asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.
Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.
Ballistics
| Field | Value |
|---|---|
| Range | 100 |
| Firerate | 3 |
| Action | Trigger |
| Caliber | 39 |
| Muzzle | 3 |
| Magazine | 1449 |
| Ammo_Min | 15 |
| Ammo_Max | 30 |
Range sets how far the weapon can hit a target. A value of 100 means the Scalar reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.
A Range of 100 is short-to-medium range, typical of a pistol-caliber carbine or compact weapon. It exceeds most pistol ranges (typically 75 to 90) but falls well short of rifle ranges (200 to 300). This is the carbine bracket: more reach than a pistol, less than a full rifle. A modder who raises Range to 150 or higher extends the weapon's engagement envelope significantly. Lowering it below 100 pushes it into close-quarters territory. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 99 units.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Scalar has Firerate 3. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 3 means 3 ticks elapse between shots.
A Firerate of 3 is among the fastest values in the weapon roster, matching the Hell's Fury minigun. For a Secondary-slot weapon, this is exceptionally fast. A modder who lowers Firerate to 2 pushes the weapon to the engine's practical minimum. A modder who raises it to 6 or higher slows it to a more deliberate pace. Combined with the Auto flag, this Firerate makes the Scalar a bullet-hose carbine capable of dumping its 30-round magazine very quickly.
Action is Trigger for the Scalar. This means the weapon fires one shot per trigger pull in semi-auto mode. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. When Action is Trigger and the Auto flag is present, the weapon can fire continuously while the trigger is held.
The Scalar has both Auto and Semi flags, giving it selectable fire modes. This is unusual for a Secondary weapon -- most sidearms are semi-auto only. The combination of Trigger action, Auto flag, and Firerate 3 means the Scalar can lay down sustained automatic fire from the secondary weapon slot.
Caliber is 39. This is the highest Caliber value among the weapons in this reference series. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals 39. When the player reloads, the engine searches the inventory for any item whose Caliber matches 39. The first match found is loaded.
The high Caliber value of 39 is mechanically identical to any other Caliber number -- it is just an integer used for matching. The significance is that it is unlikely to collide with other ammunition types. Caliber values tend to be assigned in a low-to-mid range in the vanilla weapon set, so 39 is effectively a unique ammunition identity. If you change the Scalar's Caliber, you must create a matching ammo item with the same Caliber value.
Muzzle is 3. This is the attachment barrel tier. The attachment system in Unturned uses a tier-based compatibility model. Each barrel attachment has its own Muzzle tier value. A barrel can attach to a weapon if the barrel's Muzzle value is less than or equal to the weapon's Muzzle value. The Scalar's Muzzle of 3 means it accepts any barrel attachment with a Muzzle value of 3 or lower. A barrel rated 4 does not fit; a barrel rated 2 fits.
A Muzzle of 3 is the standard tier for military-grade weapons. It accepts standard suppressors and muzzle devices while excluding the highest-tier attachments.
Magazine is 1449. This is the item ID of the default magazine the Scalar ships with. When a player equips a fresh Scalar, the engine attaches item 1449 as the ammo container automatically. The magazine item is an independent asset with its own Caliber field. Since the magazine presumably has Caliber 39 (matching the weapon), it is an isolated ammunition system -- no other vanilla weapon uses this magazine.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns. Ammo_Min 15 and Ammo_Max 30 mean the engine randomly picks a bullet count between 15 and 30 inclusive. This is a generous range with a high floor. Even the lowest possible spawn gives 15 rounds -- enough for a meaningful engagement. A full 30-round magazine is a standard rifle-capacity load.
The high Ammo_Min of 15 is notably generous for a Secondary weapon. Most pistols have Ammo_Min values in the 4 to 8 range. The Scalar's 15 means the weapon is almost never found near-empty. A modder who wants to make ammunition scarcer can lower Ammo_Min. Raising Ammo_Max above 30 creates a carbine with extended magazine capacity.
Damage values per target type
The Scalar asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.
The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.
The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 30 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Scalar has a Player_Damage of 30. This is a moderate value -- higher than most pistols, lower than assault rifles. It is appropriate for a compact carbine that occupies the Secondary slot. The engine multiplies this base by the hit-zone multiplier to produce the actual damage dealt to a player.
The multiplier pattern follows the standard Unturned convention. Legs and arms share 0.6, spine uses 0.8, skull uses 1.1. The Player_Leg_Multiplier and Player_Arm_Multiplier produce identical limb damage. A modder can differentiate them by setting different values.
Zombie damage
| 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 Scalar has a Zombie_Damage of 99. The zombie hit-zone multipliers follow the standard pattern: 0.3 for limbs, 0.6 for spine, 1.1 for skull. The 99 base is the common high-tier zombie damage value shared by many weapons in the vanilla set.
Despite being a Secondary-slot weapon, the Scalar's 99 zombie damage makes it highly effective against the AI horde. The gap between Player_Damage 30 and Zombie_Damage 99 is a three-to-one ratio, one of the largest player-to-zombie differentials in the weapon roster.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 30 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Scalar has an Animal_Damage of 30, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, 1.1 for skull. There is no Animal_Arm_Multiplier field because animals use a simplified three-zone hitbox model.
Hit-zone damage tables
The computed damage tables below show the result of multiplying each damage base by each hit-zone multiplier. These tables are the direct output of the engine's damage formula. When a bullet strikes a given hitbox on a given target type, the engine looks up the damage base for that target type, reads the multiplier for that hitbox, multiplies them, and applies the result.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 30) |
|---|---|---|
| Skull | 1.1 | 33 |
| Spine | 0.8 | 24 |
| Arm | 0.6 | 18 |
| Leg | 0.6 | 18 |
The player damage table shows that a headshot deals 33 damage per bullet. A spine hit deals 24. Limb hits -- arm or leg -- deal 18 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6.
Zombie damage per hit zone
| 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 |
The zombie damage table shows that a headshot deals 108.9 damage per bullet against zombies. A spine hit deals 59.4. Limb hits -- arm or leg -- deal 29.7 each. The 108.9 headshot value matches several other weapons with the 99 base damage, making the Scalar equally lethal against zombie heads despite being a Secondary weapon.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 30) |
|---|---|---|
| Skull | 1.1 | 33 |
| Spine | 0.8 | 24 |
| Leg | 0.6 | 18 |
The animal damage table shows that a headshot deals 33 damage per bullet against animals. A spine hit deals 24. A leg hit deals 18. The animal table has one fewer row than the player and zombie tables because animals lack the Arm hitbox. The damage values match the player table exactly because the animal damage base (30) equals the player damage base (30).
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -1 |
| Recoil_Min_Y | 1 |
| Recoil_Max_X | 1 |
| Recoil_Max_Y | 2 |
| Spread_Aim | 0.1 |
| Shake_Min_X | -0.001 |
| Shake_Max_X | 0.001 |
The Scalar's handling block defines a gentle, controllable recoil pattern suitable for a compact carbine. The values are among the lowest in this reference series, which makes sense for a Secondary-slot weapon that needs to be manageable in one-handed or compact-two-handed grips.
Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X -1 and Recoil_Max_X 1 mean that on each shot, the engine picks a random X-axis recoil value between -1 and 1. Because the min is negative and the max is positive, the horizontal recoil can pull left or right on any given shot, with the full range centred on zero. This creates a small, symmetric horizontal wobble.
The symmetric horizontal recoil means the weapon does not drift consistently left or right over multiple shots. The aim point wanders within a tight one-unit band in either direction. A modder who wants a consistent pull in one direction can shift both values to be positive or both negative.
Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Recoil_Min_Y 1 and Recoil_Max_Y 2 mean the aim climbs by somewhere between 1 and 2 units per shot. This is very low vertical recoil -- the lowest in this reference series. The tight range of 1 to 2 makes the climb predictable and easy to compensate.
The gentle vertical recoil, combined with the small horizontal wobble, makes the Scalar very controllable even in sustained automatic fire. This is important because the Firerate 3 means the weapon cycles very quickly -- if the recoil were harsh, the fast fire rate would make the weapon uncontrollable. The gentle recoil keeps the fast-firing carbine manageable.
Spread_Aim is 0.1. This is a relatively wide spread value, notably wider than the 0.005 to 0.05 range seen on rifles. The wider spread is the trade-off for the Scalar's gentle recoil: the weapon is easy to control but less precise. The bullets fire into a wider cone, making the Scalar less effective at long range even though its Range of 100 would technically allow hits at that distance.
The 0.1 spread is the widest among the weapons in this reference series. It is appropriate for a compact carbine that is meant to be used at close to medium range. A modder who wants to increase accuracy can lower Spread_Aim. A modder who wants to lean into the close-quarters role can raise it further.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.001 and Shake_Max_X 0.001 mean the camera shakes horizontally by a random value between -0.001 and 0.001 units per shot. This is a very small symmetric shake range -- the smallest in this reference series. The minimal shake reinforces the Scalar's character as a light, controllable weapon with minimal felt recoil.
Flags
The asset file records the following flags present on the Scalar:
"7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
Auto is the full-auto flag. When present together with the Trigger action, the weapon can fire continuously while the fire button is held. Combined with Semi, the Scalar has selectable fire modes. Semi enables semi-automatic fire. Safety adds a safety mode.
The presence of Auto is unusual for a Secondary weapon. Most pistols and sidearms are semi-auto only. The Scalar's full-auto capability, combined with its Firerate 3 and 30-round magazine, makes it a compact automatic weapon -- essentially a machine pistol in carbine form.
Blueprints means the weapon is part of the blueprint crafting system. Players can find or learn blueprints that use this weapon as a crafting ingredient or produce it as output.
Hook_Barrel is the barrel attachment hook. Combined with Muzzle 3, the Scalar accepts barrel attachments with Muzzle tier 3 or lower. Hook_Grip accepts foregrips, angled grips, and bipods. Hook_Sight accepts scopes, red dot sights, holographic sights, and iron sights. Hook_Tactical accepts tactical lights, laser sights, and rangefinders.
With four attachment hooks plus a Muzzle value of 3, the Scalar has the full standard attachment suite. This is the maximum configuration for a carbine. The presence of Hook_Grip and Hook_Sight is notable for a Secondary weapon -- many sidearms lack these hooks.
InputItems means the weapon can receive items as input in crafting or repair recipes. RequiresNearbyCraftingTags means crafting operations require proximity to a crafting station.
The GUID string "7b82c125a5a54984b8bb26576b59e977" and the bracket/brace characters [, ], {, } are structural markers used by the asset serialisation system.
Notable absent flags: There is no Invulnerable flag. There is no OutputItems flag, so the Scalar cannot be produced as output from crafting recipes.
Where the Scalar spawns
The spawn table below lists every loot table the Scalar appears in, the map each table belongs to, and the chance per roll of the weapon being selected. This data comes directly from the game's spawn configuration files.
Understanding loot tables is essential for server owners and modders. Each spawn table is a list of items with associated weights. When the engine rolls on a spawn table, it sums the weights of all eligible items and picks one at random. The "Chance per roll" column is the percentage probability that any single roll picks the Scalar.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Coalition_High_Peaks_Guns | 30.000% |
| EasterIsland | Easter_Airdrop_Guns | 16.000% |
| EasterIsland | Easter_Airdrop | 11.152% |
| France | Carepackage_France_Weapons | 7.194% |
| France | Carepackage_France | 5.036% |
| Belgium | Belgium_Carepackage | 3.899% |
| RioDeJaneiro | Carepackage_Brazil | 2.083% |
| RioDeJaneiro | Brazil_Carepackage_Brazil | 2.083% |
| Core | Coalition_High_Peaks | 0.750% |
| Core | Peaks_Coalition_High_Peaks | 0.750% |
| Ireland | Cliffs_Coalition_High_Cliffs | 0.750% |
The Scalar appears in 11 spawn tables across six maps: Core, EasterIsland, France, Belgium, RioDeJaneiro, and Ireland. The distribution is broad geographically but narrow in table type -- the weapon appears almost exclusively in carepackage and coalition-faction tables.
The highest chance is in Core's Coalition_High_Peaks_Guns table at 30.000%. This is a gun-filtered coalition-faction table. The 30.000% rate means roughly one in three rolls on this table produces a Scalar.
The EasterIsland entries are notably strong. Easter_Airdrop_Guns at 16.000% and Easter_Airdrop at 11.152% are both airdrop tables. The 11.152% rate on the general airdrop table is remarkably high for a non-filtered table -- most weapons sit in the 1-5% range on general airdrop tables. This suggests the Scalar is a featured airdrop weapon on EasterIsland.
The carepackage entries form a cluster with similar rates. Carepackage_France_Weapons at 7.194%, Carepackage_France at 5.036%, Belgium_Carepackage at 3.899%, and Carepackage_Brazil at 2.083%. The rates decline across maps, with France having the highest carepackage rate, Belgium next, and Brazil lowest.
The coalition entries -- Coalition_High_Peaks at 0.750%, Peaks_Coalition_High_Peaks at 0.750%, and Cliffs_Coalition_High_Cliffs at 0.750% -- all share the same low rate. These are general (non-gun-filtered) coalition tables where the Scalar competes against all item types. The 0.750% is a very low rate, making the Scalar a rare find in standard coalition loot.
The Peaks_Coalition_High_Peaks and Cliffs_Coalition_High_Cliffs entries are location-specific variants of the coalition table. The Peaks_ prefix indicates loot on elevated terrain; the Cliffs_ prefix indicates loot on cliffside terrain. Both resolve to the same underlying coalition high-tier pool.
The Scalar's spawn distribution is notably different from other weapons in this reference series. It is almost entirely absent from standard military, police, and militia tables. Instead, it appears in faction-specific (Coalition) and event-driven (carepackage, airdrop) tables. This makes the weapon harder to find through routine looting and easier to find through targeted activities -- joining the Coalition faction or hunting airdrops and carepackages.
Canned Beans
The Scalar asset and all of its 11 associated spawn tables contain no reference to Canned Beans. This weapon does not spawn in any bean-related loot table, is not crafted from beans, and does not interact with the bean system in any way. The data is clear and complete on this point: there is no bean connection.
The coalition, carepackage, and airdrop spawn tables the Scalar occupies are faction and event-driven loot sources, deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Scalar to a food loot table or create a blueprint recipe requiring Canned Beans as an ingredient, but no such connection exists in the vanilla game data.
For the full canonical history of Canned Beans in Unturned lore, see /lore/canned-beans-lore.
Practical use for server owners and modders
Server owners who want to control the Scalar's availability should focus on the Coalition tables. The Coalition_High_Peaks_Guns table at 30.000% is the primary source. Reducing its weight has the largest impact. The three general coalition tables at 0.750% each are secondary levers -- adjusting them has a smaller effect per roll because the rate is already so low.
The weapon's faction-driven spawn model means players who join the Coalition faction have much better access to the Scalar than players who do not. Server owners who want the weapon to be faction-neutral should add it to standard military or police tables. Conversely, server owners who want to enhance faction identity can increase the rates in coalition tables and add the weapon to other faction-specific sources.
The EasterIsland airdrop rates (16.000% and 11.152%) are unusually high for airdrop tables. Server owners who run EasterIsland maps should be aware that airdrops will frequently contain Scalars. If the weapon's intended rarity is higher than these rates suggest, the airdrop weights should be reduced.
The Ammo_Min 15 is a generous floor. A freshly spawned Scalar magazine almost never has fewer than 15 rounds, which is enough for sustained automatic fire. Server owners who want the weapon to feel more precious can lower Ammo_Min to 8 or 10. The Ammo_Max 30 is a standard rifle capacity and rarely needs adjustment.
The Caliber 39 is an isolated ammunition identity. No other vanilla weapon uses this Caliber. The magazine item 1449 is exclusive to the Scalar. This means Scalar ammunition is always Scalar-only -- there is no sharing with other weapons. Server owners adding custom weapons should be aware that using Caliber 39 creates a shared ammo pool with the Scalar, which may or may not be desirable.
The Auto flag makes the Scalar one of the few full-auto Secondary weapons. Server owners who want to restrict full-auto capability can remove the Auto flag, leaving only Semi. This changes the weapon from a compact automatic carbine to a semi-auto carbine, which is a significant gameplay change. The Firerate 3 is extremely fast even for semi-auto; test the fire rate after removing Auto to ensure the weapon still feels right.
The Spread_Aim 0.1 is the widest in this reference series. The Scalar is inherently less accurate than rifles at range. Server owners who want to increase its versatility can lower Spread_Aim to 0.05 or below. The gentle recoil values (Recoil_Max_Y 2) mean the weapon will still be controllable with tighter spread.
The full attachment hook suite (Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical) is generous for a Secondary weapon. Server owners adding custom attachments should verify compatibility: Muzzle 3 for barrels, and standard hook names for grips, sights, and tactical devices. The broad attachment compatibility makes the Scalar a highly customisable sidearm.
For custom maps, adding the Scalar follows the standard pattern. Reference by item ID 1447. When deciding which loot tables to add the weapon to, consider the vanilla model: faction-specific tables (Coalition) and event-driven tables (airdrops, carepackages). A custom map that lacks a Coalition equivalent should place the Scalar in event-driven loot or create a comparable faction system. Avoid placing it in standard military loot if the map's intended economy is to keep the Scalar a faction reward.
