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Sportshot Reference (Unturned Gun Data)

Search terms: Sportshot stats, Sportshot data, Unturned item 484, Sportshot damage, Sportshot spawns, Sportshot flags, Sportshot GUID.

The Sportshot is a semi-automatic target-shooting rifle chambered in Sportshot ammunition. Its asset name is Sportshot, it carries item ID 484, and its GUID is 31788694007e49cbabb3319cce5424de. The game classifies it as Uncommon rarity and it occupies the Primary slot. The in-game description reads: American target shooting rifle chambered in Sportshot ammunition. This article is a data reference: it lays out every field the game files define for this weapon, explains what each field controls, documents every loot table the Sportshot appears in, and describes how a modder reads and edits those values. It is not a play guide.

Core asset fields

Every Unturned gun asset is a collection of key-value pairs stored inside the game's data files. Modders access these fields through tools like Unity Explorer (for reading live asset bundles) or UAssetGUI and custom editors (for writing into mod asset bundles). The fields below are the ones the Sportshot asset declares. Fields not listed here are either absent from this asset or use engine defaults that the asset does not override.

When a modder opens the Sportshot asset in Unity Explorer, they see a property grid with named fields and typed values. The field names on the left are the keys the game engine reads at runtime. The values on the right are the data the game applies. The modder's job is to understand what each field name means to the engine and what each value produces in gameplay. This article provides that understanding by walking through every field, explaining its role in the game's weapon system, and showing what happens when the value changes.

Identity fields

The identity fields tell the game what this item is, how it sorts into the inventory, and how other systems reference it. These fields are the first thing a modder checks when cloning or modifying an asset, because getting them wrong causes collision and confusion.

  • Asset name Sportshot -- the internal name used in the asset bundle. Other assets reference this name when they need the Sportshot (for example, a crafting recipe's InputItems list or a loot table entry). The asset name is a plain string with no naming convention enforced by the engine. The Sportshot's asset name does not follow the Category_Subtype convention used by the bolt-action rifles; it is a single proprietary name. If a modder creates a custom weapon and names it Sportshot, the game will load both the vanilla asset and the mod asset as separate objects, but any system that references the asset by name may pick up the wrong one. Always assign a unique asset name to a custom weapon.
  • Item ID 484 -- the numeric identifier used in commands, save files, and network messages. Server owners use this ID with the /give command and it appears in player inventory data. Item IDs must be unique within a loaded item set. The game serialises inventory contents as arrays of item IDs, so changing an item's ID changes how it is stored in save files. If a modder assigns item ID 484 to a custom weapon, that weapon will conflict with the vanilla Sportshot in any context that references items by numeric ID. Modders should choose item IDs that avoid the vanilla Unturned range and that avoid other installed mods' ranges.
  • GUID 31788694007e49cbabb3319cce5424de -- a 128-bit unique identifier that distinguishes the Sportshot from every other asset in the game. GUIDs persist across sessions and are the preferred way to reference an asset in mod code because they do not shift if item IDs are renumbered. The GUID is a 32-character lowercase hexadecimal string generated at asset creation time. Modders should never reuse a vanilla GUID, because the game treats identical GUIDs as the same asset. A GUID collision between a mod and vanilla content will cause the mod's version to silently override the vanilla version, or vice versa, depending on load order. Use a GUID generator to create a new 128-bit GUID for every custom asset.
  • Rarity Uncommon -- controls the colour of the item's name in the inventory UI and influences some loot-scoring systems. Uncommon items display with a green name, one tier above the white Common rarity. The rarity value is a string enum with defined values (Common, Uncommon, Rare, Epic, Legendary, Mythical). Each tier corresponds to a colour in the UI. Modders can change the rarity of an existing weapon by editing this string, but changing rarity does not change any numeric stat -- it only affects the item's display colour and its behaviour in rarity-aware loot systems. The Uncommon classification means the Sportshot appears less frequently across the game's loot tables than Common items in the same table, though its presence in 31 tables still makes it widely distributed.
  • Slot Primary -- the equipment slot the weapon occupies when held. A Primary weapon occupies the character's main longarm slot and cannot be equipped simultaneously with another Primary weapon. The slot value is a string enum (Primary, Secondary, Tertiary, etc.). If a modder changes Slot from Primary to Secondary, the weapon becomes a sidearm and its equip animation, holster location, and hotkey mapping change accordingly.

Ballistics

The ballistics fields define how the weapon fires, what it fires, and the physical behaviour of the projectile. These fields are the core of any weapon asset: every shot the weapon fires is governed by the values in this table.

FieldValue
Range200
Firerate4
ActionTrigger
Caliber18
Muzzle3
Magazine485
Ammo_Min5
Ammo_Max10

Each of these fields controls one aspect of the weapon's firing behaviour. The Sportshot's ballistics profile differs substantially from the bolt-action rifles that share some of its design conventions. A modder who understands each field can create any firing behaviour the engine supports.

Range (200) is the maximum distance in metres that the engine's hitscan raycast travels. A value of 200 means the projectile checks for a hit up to 200 metres from the muzzle. Beyond that distance the shot registers no hit -- the raycast terminates with no collision, consuming the ammunition with no effect. The Sportshot's Range of 200 is equal to the Maple Rifle's Range and falls between the Birch Rifle (175) and the Pine Rifle (225) in the bolt-action range gradient. When a modder increases this value, the weapon can engage targets at longer distances. When a modder decreases it, the weapon becomes a shorter-range tool. The range value interacts with map design: a weapon with Range 200 is effective at most outdoor engagement distances. A modder building a long-range weapon might set Range to 300 or higher; a modder building a close-quarters weapon might set Range to 50 or below.

Firerate (4) is the engine tick interval between shots. Unturned's firing system uses an internal counter measured in engine ticks. A Firerate of 4 means the weapon delays 4 ticks between successive shots. This is a substantially lower tick count than the bolt-action rifles (which all carry Firerate 50). Lower tick counts produce a shorter delay between shots. Modders should read this field as a raw tick count and tune it by testing in-game rather than converting it to a real-time measurement. The Firerate field interacts with the Action field: for a Trigger action weapon, the firing is gated only by the Firerate tick counter. There is no bolt-cycling animation to complete, so the weapon can fire again as soon as the Firerate counter reaches zero. If a modder sets Firerate to 1, the weapon will fire on nearly every engine tick. If a modder sets Firerate to a higher value, the wait between shots increases proportionally. The Sportshot's Firerate of 4 is one of the faster fire rates among the semiautomatic rifles in the game's asset data.

Action (Trigger) selects the firing animation sequence and the mechanical behaviour between shots. The Trigger action type fires the weapon directly on each trigger pull without a cycling animation. This is distinct from the Bolt action type used by the bolt-action rifles: Trigger does not play a bolt-cycle animation and does not impose an animation-lock between shots. The Action field is a string lookup into the game's animation system; modders who set it to a value not defined in the engine receive a fallback animation or no visible shooting behaviour. The Action string must match exactly one of the values the engine recognises. Recognised values include Bolt, Trigger, Pump, Break, Rocket, and String. Each action type has its own animation set and its own mechanical rules. A modder who wants a semi-automatic rifle with no cycling animation should use Trigger. A modder who wants a bolt-action rifle should use Bolt.

Caliber (18) is an integer key that maps to an ammunition type. The game uses caliber IDs to match a weapon to the ammunition items it can accept. Caliber 18 corresponds to Sportshot ammunition -- a distinct ammunition type from the Rifle ammunition (Caliber 17) used by the bolt-action rifles. If a modder changes this value, the weapon will accept a different ammunition type and no longer recognise Sportshot magazines. The caliber system works by matching integers: a weapon with Caliber 18 will only accept magazine items that also declare Caliber 18. The caliber ID is an arbitrary integer with no hardcoded mapping -- the mapping between integer and ammunition type is defined by conventions in the asset data, not by engine code.

Muzzle (3) is an integer key that maps to a muzzle effect definition. The muzzle effect controls the visual flash, the sound clip, and the particle system that plays when the weapon fires. Muzzle 3 is a specific effect preset defined elsewhere in the game's asset bundle. The Sportshot uses Muzzle 3, whereas the bolt-action rifles use Muzzle 4. Changing this value to another integer selects a different muzzle preset. Common muzzle IDs include low numbers (1 through roughly 10) for standard presets, with higher numbers potentially reserved for mod-added effects depending on the server's loaded assets. If a modder sets Muzzle to an ID that has no corresponding effect asset, the weapon fires silently with no muzzle flash.

Magazine (485) is the item ID of the magazine attachment the weapon is pre-configured to accept. The Sportshot's Magazine value of 485 points to the Sportshot Magazine item. When a player picks up a Sportshot, the game checks this field to determine what magazine type it takes and validates reloads against it. A modder changing this value would make the weapon accept a different magazine type. The Magazine field works together with the Caliber field: the magazine item must have a compatible Caliber value, or the ammunition type in the magazine will not load into the weapon. Changing Magazine to an invalid item ID results in the weapon having no valid magazine, which means the weapon cannot reload and can only fire the rounds already chambered.

Ammo_Min (5) is the minimum ammunition count the weapon can hold. A value of 5 means the weapon can be loaded with as few as five rounds. This is unusual: most weapons set Ammo_Min to 1, meaning the weapon can fire with a single round loaded. The Sportshot's Ammo_Min of 5 means the reload system will not accept a state with fewer than five rounds. This value interacts with the magazine system: when a player reloads, the game checks Ammo_Min to determine the smallest valid loaded state. The practical effect of an Ammo_Min of 5 is that the weapon cannot fire its last few rounds below five -- once the loaded count drops below 5, the weapon is considered empty and the player must reload. This is distinct from the bolt-action rifles, which have Ammo_Min of 1 and can fire down to a single round.

Ammo_Max (10) is the maximum ammunition capacity. A value of 10 means a full magazine holds ten rounds. When a player reloads with a fully loaded magazine item, the weapon receives ten rounds. This is the ceiling: no reload puts more than Ammo_Max rounds into the weapon. With an Ammo_Min of 5 and an Ammo_Max of 10, the Sportshot's valid loaded range is five to ten rounds. This is a wider and higher capacity range than the bolt-action rifles' valid range of 1 to 4. Ammo_Max must be greater than or equal to Ammo_Min; if Ammo_Max is less than Ammo_Min, the game's validation may reject the asset or produce undefined reload behaviour. Modders should always ensure Ammo_Max >= Ammo_Min.

How the ballistics fields work together

The eight ballistics fields above do not operate in isolation. They form a connected system where each field influences how the others are experienced in gameplay. The Range (200) and Spread_Aim (0.1) combine to define the weapon's effective accuracy window: at 200 metres, the spread cone produces a larger deviation circle than a precision weapon with Spread_Aim 0.01. The Firerate (4) and Action (Trigger) combine to define the firing cadence: the low Firerate tick count means shots come quickly, and the Trigger action means no mechanical delay blocks the next shot. The Caliber (18) and Magazine (485) combine to define ammunition compatibility: the weapon only accepts magazine items that declare Caliber 18, and the magazine ID 485 is the specific item that satisfies this requirement. The Ammo_Min (5) and Ammo_Max (10) combine to define the loaded state window: the weapon refuses to operate with fewer than 5 rounds but can hold up to 10. And the Muzzle (3) feeds the visual and audio feedback the player receives on each shot, completing the sensory loop. A modder changing any one of these fields should consider how the change affects the others in combination -- raising Firerate to 50 while keeping the Trigger action creates a very slow semiautomatic; lowering Spread_Aim to 0.01 while keeping Range at 200 creates a much more precise weapon than the Sportshot's intended profile. The fields are individually editable but jointly define the weapon's identity.

Player damage

The player damage table defines how much damage the weapon deals to another player character and how that damage is modified by the hit zone. This table is the first of three damage layers the Sportshot carries.

FieldValue
Player_Damage23
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (23) is the base damage value applied on a hit. The engine takes this number and multiplies it by the relevant body-part multiplier before applying any further damage modifiers such as armour reduction or skill effects. A base damage of 23 is substantially lower than the bolt-action rifles (which all have Player_Damage of 80). This lower base damage is paired with a much faster Firerate (4 versus 50) and a Trigger action, which gives the Sportshot a very different damage profile from a bolt-action rifle. The base damage value is a floating-point number, so modders can set values like 23.5 or 22.75 for fine-grained tuning.

Player_Leg_Multiplier (0.6) scales the base damage when the projectile hits the leg hitbox. At 0.6, a leg shot reduces damage to 60% of base. The game distinguishes leg and arm hitboxes as separate collision volumes on the player model, but the Sportshot treats them identically in damage terms with the same multiplier.

Player_Arm_Multiplier (0.6) scales the base damage when the projectile hits the arm hitbox. The arm multiplier on this weapon is the same as the leg multiplier, meaning both limb types produce the same damage output. A modder could set different values for arm and leg (e.g. Arm 0.7, Leg 0.5) to create asymmetrical limb damage.

Player_Spine_Multiplier (0.8) scales the base damage when the projectile hits the spine or torso hitbox. At 0.8, a body shot deals 80% of base damage, which is higher than a limb shot and lower than a head shot. The spine hitbox is the largest hit zone on the player model, so this multiplier applies to the most common hit location. A modder who sets Spine to 1.0 would make body shots deal full base damage (no reduction). A modder who sets Spine lower (e.g. 0.6) would encourage head shots as the only way to deal full damage.

Player_Skull_Multiplier (1.1) scales the base damage when the projectile hits the skull or head hitbox. A value above 1.0 means a head shot deals more than base damage. The head multiplier above 1.0 is a common Unturned design convention: it rewards accuracy with bonus damage rather than simply removing a penalty. A modder who wants to make head shots even more decisive can increase this value (e.g. to 1.5 or 2.0). A modder who wants to eliminate the head shot bonus can set it to 1.0.

The Sportshot's player damage multiplier structure (0.6 for limbs, 0.8 for spine, 1.1 for skull) is identical to the bolt-action rifles' multiplier structure. The only difference is the base damage value (23 versus 80). The multiplier pattern is a standard Unturned weapon convention: limbs take 60% of base, torso takes 80% of base, head takes 110% of base. A modder who recognises this pattern can predict the damage profile of any weapon whose multipliers follow this convention.

Player damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 23)
Skull1.125.3
Spine0.818.4
Arm0.613.8
Leg0.613.8

The computed table presents the damage value after the multiplier is applied to the base damage of 23, before armour reduction, skill modifiers, or any other post-hit calculation. A modder reading this table sees the raw per-zone output the game uses as input to its damage pipeline.

The four damage values (25.3, 18.4, 13.8, 13.8) form a three-tier gradient: the skull hit deals the highest value, the spine hit deals an intermediate value, and the limb hits (arm and leg) deal the lowest value, which is identical for both limbs because they share the same multiplier. This three-tier gradient is the standard damage profile for most Unturned firearms.

To change the damage profile, a modder edits Player_Damage to shift the entire profile up or down, or edits individual multipliers to adjust the relative importance of hitting specific zones. For example, setting Player_Skull_Multiplier to 1.5 would make head shots 1.5 times base damage, and setting Player_Leg_Multiplier to 0.8 would make leg shots more punishing. A modder who changes Player_Damage from 23 to 30 would see the computed values shift to 33 (skull), 24 (spine), and 18 (arms/legs). A modder who changes only Player_Skull_Multiplier from 1.1 to 1.2 would see only the skull value change, from 25.3 to 27.6, while the spine, arm, and leg values remain at 18.4, 13.8, and 13.8 respectively.

Zombie damage

The zombie damage table is a separate damage layer. The game does not share damage values between player targets and zombie targets. The Sportshot has its own base damage and its own multiplier set for zombie hit zones. When the game detects that a hit has landed on a zombie entity, it switches to the zombie damage table for all subsequent calculations on that hit.

FieldValue
Zombie_Damage32
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

Zombie_Damage (32) is the base damage applied to zombie entities on a hit. This value is independent of Player_Damage: the game does not derive one from the other, and a modder can set them to completely different numbers. A Zombie_Damage of 32 is lower than the bolt-action rifles' Zombie_Damage of 99. The game applies damage from the zombie damage table in the same way it applies player damage: base value times the hit zone multiplier equals the pre-modifier damage before any further reductions.

Zombie_Leg_Multiplier (0.3) and Zombie_Arm_Multiplier (0.3) reduce limb hits against zombies to 30% of the zombie base damage. These are lower than the player limb multipliers (0.6), which means limb hits against zombies produce a smaller fraction of the base damage than limb hits against players. The difference between 0.6 and 0.3 is a factor of two: a limb hit against a zombie deals half the fraction of base damage that a limb hit against a player deals. This design encourages players to aim for zombie heads and torso.

Zombie_Spine_Multiplier (0.6) applies 60% of the zombie base damage to body shots. Because the zombie limb multipliers are lower (0.3 versus 0.6), the gap between a zombie body shot and a zombie limb shot is larger than the equivalent gap for players. A zombie body shot does twice the damage of a zombie limb shot (0.6 / 0.3 = 2x), whereas a player body shot does only 1.33x the damage of a player limb shot (0.8 / 0.6 = 1.33x).

Zombie_Skull_Multiplier (1.1) multiplies the zombie base damage by 1.1 on head shots. The multiplier value matches the player skull multiplier, but it is applied to a different base (32 for zombies versus 23 for players). This means a zombie head shot produces a higher absolute damage value (35.2) than a player head shot (25.3), not because the head multiplier is different but because the base damage is different.

Zombie damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 32)
Skull1.135.2
Spine0.619.2
Arm0.39.6
Leg0.39.6

The computed zombie damage table shows the per-zone damage with the zombie base of 32 applied. The structure mirrors the player damage table: the skull multiplier is highest, the spine multiplier is intermediate, and the limb multipliers are lowest. However, the spread between the highest and lowest values is larger for zombies (35.2 to 9.6, a range of 25.6) than for players (25.3 to 13.8, a range of 11.5). This wider spread reflects the lower limb multipliers in the zombie damage layer.

Modders who want zombies to be more resilient can lower Zombie_Damage from 32 to a smaller number, or reduce individual zone multipliers. Modders who want this weapon to be a dedicated anti-zombie tool can raise the zombie damage values independently of the player damage values, since the two are separate data layers. A common modding pattern is to give a weapon a high Zombie_Damage and a lower Player_Damage to make it a PvE-focused weapon, or the reverse for a PvP-focused weapon.

Animal damage

The animal damage table is a third independent damage layer. It controls damage against animal entities (deer, wolves, bears, and any other creatures tagged as animals in the entity system). When the game detects that a hit has landed on an animal entity, it switches to the animal damage table.

FieldValue
Animal_Damage50
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage (50) is the base damage applied to animal entities. This value is higher than both the player base damage (23) and the zombie base damage (32), which means the Sportshot is proportionally more damaging against animals than against the other two entity types. This is a data-level design choice: the asset declares a higher base damage against animals than against players or zombies. A modder can edit this field independently without affecting zombie or player damage.

Animal_Leg_Multiplier (0.6), Animal_Spine_Multiplier (0.8), and Animal_Skull_Multiplier (1.1) create a damage gradient across animal hit zones. Notice that the animal damage table has no Animal_Arm_Multiplier: animal entities lack a distinct arm hitbox in the game's hit detection system, so the field is absent. The Sportshot's animal multipliers follow the same pattern as the bolt-action rifles: 0.6 for legs, 0.8 for spine, 1.1 for skull. The three multipliers that do exist (0.6, 0.8, 1.1) are the same values as the player multipliers, which means the Sportshot treats animal hit zones the same way it treats player hit zones in terms of the multiplier ratio. However, because the base damage differs (50 for animals versus 23 for players), the absolute damage values differ.

Animal damage per hit zone (computed, use verbatim)

Hit zoneMultiplierDamage (base 50)
Skull1.155
Spine0.840
Leg0.630

The computed animal damage table shows three zones: skull at 55, spine at 40, and leg at 30. The absence of an arm row is not an error -- the game's damage pipeline does not evaluate an arm hitbox on animal entities, so there is no multiplier to apply and no computed value to show. A modder reading this table should understand that the three rows represent the three hit zones the game actually checks when a projectile hits an animal.

Handling

The handling fields define how the weapon moves the camera when fired. They control recoil, spread, and screen shake. These fields determine how the weapon feels rather than how it performs in damage terms, but feel is a critical part of weapon design. A weapon that is easy to control rewards sustained fire; a weapon with high recoil demands deliberate pacing. The Sportshot's handling values are substantially lower than the bolt-action rifles', reflecting its intended role as a low-recoil target rifle.

FieldValue
Recoil_Min_X-0.5
Recoil_Min_Y2
Recoil_Max_X1
Recoil_Max_Y3
Spread_Aim0.1
Shake_Min_X-0.0025
Shake_Max_X0.0025

Recoil_Min_X (-0.5) and Recoil_Max_X (1) define the horizontal recoil range. On each shot, the game picks a random value between Recoil_Min_X and Recoil_Max_X and applies it as a horizontal camera offset. The Sportshot's horizontal recoil range of -0.5 to 1 is substantially smaller than the bolt-action rifles' range of 5 to 10. The negative minimum means the horizontal kick can pull slightly left (the negative direction) but primarily pushes right (positive direction). The asymmetry between the negative minimum and positive maximum (-0.5 versus 1) means the horizontal drift tends rightward on average, though individual shots may still pull left. If a modder sets both values to 0, the weapon has no horizontal recoil. If a modder sets both values to the same number, the horizontal recoil is deterministic rather than randomised. If a modder sets Recoil_Min_X higher than Recoil_Max_X, the game's random range function may behave unexpectedly -- always ensure Min is less than or equal to Max.

Recoil_Min_Y (2) and Recoil_Max_Y (3) define the vertical recoil range. Vertical recoil is always upward, so the engine applies the random value between 2 and 3 as an upward camera displacement. These values are much smaller than the bolt-action rifles' vertical recoil range of 15 to 20, roughly a factor of 6 to 7 times lower. The Sportshot's low vertical recoil means the camera climbs only modestly with each shot, making it easier to stay on target during rapid fire. The narrow range (2 to 3) means the vertical climb is fairly consistent from shot to shot rather than unpredictable. A modder who wants a flatter-shooting weapon can lower both values; a modder who wants more pronounced climb can increase them.

Spread_Aim (0.1) is the aiming spread cone radius in degrees. When the player aims down sights, the projectile can deviate from the crosshair centre by up to Spread_Aim degrees. A value of 0.1 is ten times larger than the bolt-action rifles' Spread_Aim of 0.01, meaning the Sportshot has a significantly wider spread cone when aimed. This wider spread is an order-of-magnitude difference and is one of the defining characteristics that separates the Sportshot from the precision bolt-action rifles. Modders reading this value should understand that the Sportshot is designed to be a higher-volume, lower-precision rifle rather than a pinpoint marksman's tool. Spread_Aim applies only when the player is aiming; hip-fire spread is controlled by a separate field that the Sportshot does not override, so the engine default applies.

Shake_Min_X (-0.0025) and Shake_Max_X (0.0025) define the horizontal screen shake range. On each shot the game applies a random shake value between Shake_Min_X and Shake_Max_X to the camera's horizontal position. The negative minimum and positive maximum mean the shake oscillates left and right. The small magnitudes (-0.0025 to 0.0025) produce a very subtle shake -- half the magnitude of the bolt-action rifles' shake range of -0.005 to 0.005. Screen shake is purely visual -- it does not affect where the projectile lands -- but it contributes to the perceived weight and power of the weapon. A modder who wants a heavier-feeling shot can increase these magnitudes to something like -0.01 to 0.01. A modder who wants a cleaner sight picture can set both to 0.

Handling profile summary

The complete handling profile of the Sportshot presents a weapon that is very easy to control: low vertical recoil (2 to 3), low and slightly right-biased horizontal recoil (-0.5 to 1), light screen shake (0.0025 magnitude), but a wider aiming spread (0.1) compared to precision rifles. This profile trades pinpoint accuracy for controllability during rapid fire. A modder analysing this profile should understand that the handling values are low across the board except for Spread_Aim, which is high relative to bolt-action rifles. The combination of low recoil and high spread means the weapon stays on target but not every shot lands precisely where the crosshair is centred.

How handling and ballistics interact during sustained fire

The handling and ballistics fields do not exist in separate compartments. During sustained fire -- the Sportshot's intended use case, given its Firerate of 4 and Trigger action -- the recoil, spread, and magazine capacity combine to shape the firing experience. The low vertical recoil (2 to 3) means the camera climbs slowly enough that a player can pull down to compensate without losing the target. The low horizontal recoil (-0.5 to 1) means the drift is minimal and the weapon stays roughly on the same horizontal line. The light screen shake (0.0025) does not obscure the sight picture. However, the wider Spread_Aim (0.1) means that even with perfect recoil compensation, shots are not guaranteed to hit the exact crosshair centre. The 10-round magazine (Ammo_Max 10) provides enough capacity for several seconds of sustained fire at Firerate 4, but the Ammo_Min of 5 means the weapon must be reloaded before the magazine is fully depleted -- the last 5 rounds are a buffer that cannot be fired. This creates a distinctive firing rhythm: the player fires 5 to 10 shots quickly with minimal recoil disruption, then reloads before the magazine runs dry.

The interaction between spread and range is particularly important for the Sportshot. At close range, the Spread_Aim of 0.1 produces a small absolute deviation circle because the distance is short. At the weapon's maximum Range of 200 metres, the deviation circle is proportionally larger, and the spread becomes a significant factor in whether shots land on target. A modder tuning the Sportshot for different roles should consider this relationship: increasing Range without reducing Spread_Aim will create a weapon that can reach long distances but cannot hit consistently at those distances. Reducing Spread_Aim while keeping Range at 200 creates a more accurate weapon at all ranges.

How the engine processes a shot

Understanding the complete pipeline is essential for modders who edit weapon values. When a player fires the Sportshot, the engine executes the following sequence, using the fields documented in the tables above:

  1. Firerate gate check. The game checks the Firerate tick counter. If the counter is above zero from a previous shot, the trigger press is ignored and no shot is fired. The Sportshot's Firerate of 4 means this counter decrements over 4 engine ticks. Because the Sportshot uses Action: Trigger, there is no animation-lock beyond the Firerate gate -- the weapon can fire again as soon as the counter reaches zero. This is a key difference from Bolt action weapons, where the bolt-cycling animation adds additional delay beyond the Firerate gate.

  2. Fire mode check. The game reads the Semi flag to confirm the weapon is in a fireable mode. It checks the Safety flag -- if the current fire mode is Safety, the trigger press is ignored. The Sportshot carries both Safety and Semi, providing a two-position fire mode toggle.

  3. Ammunition check. The game reads Ammo_Min (5) and the weapon's current loaded count. If the loaded count is below Ammo_Min, the weapon dry-fires with a click sound and no projectile is created. Because the Sportshot's Ammo_Min is 5, the weapon will refuse to fire if the loaded count is 4 or below, even if rounds remain. This is unlike the bolt-action rifles, where Ammo_Min of 1 allows firing down to a single round.

  4. Projectile creation. The game creates a hitscan raycast from the muzzle position. The raycast travels up to Range (200) metres. The game applies the Spread_Aim (0.1) cone if the player is aiming down sights, or the hip-fire spread if not. The wider Spread_Aim of 0.1 means the raycast direction can deviate more from the crosshair centre than a precision weapon with Spread_Aim 0.01.

  5. Hit detection. If the raycast hits an entity, the game identifies the entity type (player, zombie, animal, or object) and the hit zone (skull, spine, arm, leg). The entity type selects which damage table to use. The hit zone selects which multiplier to apply within that table. For animal entities, the arm hit zone is absent, so an arm hit on an animal cannot register.

  6. Damage calculation. The game takes the base damage from the selected table (e.g. Player_Damage = 23 for a player hit) and multiplies it by the hit zone multiplier (e.g. Player_Skull_Multiplier = 1.1 for a head shot). The result (25.3) is the pre-modifier damage. The game then applies armour reduction, skill modifiers, and any other post-hit modifiers.

  7. Post-shot handling. The game applies recoil: a random value between Recoil_Min_X (-0.5) and Recoil_Max_X (1) for horizontal, and between Recoil_Min_Y (2) and Recoil_Max_Y (3) for vertical. It applies screen shake: a random value between Shake_Min_X (-0.0025) and Shake_Max_X (0.0025). It decrements the loaded ammunition count by 1.

  8. Firerate counter reset. The game sets the Firerate counter to Firerate (4). The weapon cannot fire again until this counter decrements to zero. The Trigger action means no mechanical animation blocks further fire -- only the tick counter gates the next shot.

A modder who understands this sequence can predict the effect of any field edit. Changing Range affects step 4. Changing Player_Damage affects step 6. Changing Recoil_Min_Y affects step 7. Changing Firerate affects steps 1 and 8. Changing Ammo_Min affects step 3. The pipeline is deterministic given the field values; there is no hidden logic that a modder cannot account for by reading the tables.

Pipeline difference: Trigger vs. Bolt

The key distinction between the Sportshot's pipeline and the bolt-action rifles' pipeline is at steps 1 and 8. A Trigger action weapon only gates on the Firerate counter. A Bolt action weapon gates on both the Firerate counter and the bolt-cycling animation: the weapon cannot fire again until the counter reaches zero AND the animation completes. This means the Bolt action imposes a longer minimum delay between shots than the Firerate value alone would suggest, whereas Trigger fires exactly when the counter permits. This is why the Sportshot with Firerate 4 fires much faster in practice than a bolt-action rifle would fire even if both had the same Firerate value -- the animation-lock on Bolt adds mandatory downtime that Trigger bypasses entirely.

Pipeline edge cases

The pipeline described above is the normal firing sequence, but several edge cases are worth noting for modders:

  • Raycast hits nothing. If the projectile raycast travels the full Range (200) without hitting any entity or object, the shot consumes one round of ammunition but produces no damage. The post-shot handling (recoil, shake) still applies. The ammunition counter still decrements. The shot is not "refunded" on a miss.
  • Raycast hits multiple entities. The game's hitscan system stops at the first entity hit. The projectile does not penetrate through one target into another. Only the first entity in the ray's path receives damage. If the ray passes through a zombie into a player behind it, only the zombie takes damage; the player is unaffected.
  • Entity type mismatch. The game selects the damage table based on the entity type at the moment of the hit. If a player is disguised or transformed by a plugin, the game may select an unexpected damage table. Modders testing damage values should use clean test environments where entity types are unambiguous.
  • Ammunition below Ammo_Min mid-combat. If a plugin or console command sets the loaded round count below Ammo_Min (5) while the weapon is equipped, the weapon will dry-fire on the next trigger pull. This can produce confusing behaviour during testing -- always verify the loaded count is between Ammo_Min and Ammo_Max before testing fire behaviour.
  • Firerate counter during weapon swap. If the player fires the Sportshot, then immediately swaps to another weapon, the Firerate counter continues to decrement in the background. When the player swaps back to the Sportshot, if the counter has reached zero, the weapon is ready to fire immediately. This means the Firerate gate does not reset on weapon swap.

Flag system

Every Unturned gun asset carries a set of flags. Flags are string tokens attached to the asset that enable or disable specific engine behaviours. The flag system is how the game's modular behaviour system works: instead of hard-coding every weapon's capabilities, the engine checks which flags are present and enables the corresponding systems. A modder can change a weapon's capabilities without editing any code by adding or removing flags.

The Sportshot declares the following flags:

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

The flag list contains three categories of flags: GUID flags (32-character hexadecimal strings), named behaviour flags (plain English strings), and bracket/brace characters. Each category serves a different purpose in the engine.

GUID flags

The only GUID flag on the Sportshot is 7b82c125a5a54984b8bb26576b59e977, which is the ItemFlag_Weapon flag present on most firearms. Its presence tags the Sportshot as a weapon-type item, which triggers weapon-specific UI, animation, and inventory behaviour. Without this flag, the item would still function as a weapon (because the ballistics and damage fields are still present) but the game's UI would not display weapon-specific elements like the ammo counter or the fire-mode indicator.

The Sportshot has fewer GUID flag references than the bolt-action rifles (which carry four or five GUID flags each). The exact reason for the different count depends on what assets those GUIDs resolve to, but a modder reading the flag list should note that the Sportshot's leaner GUID flag set does not indicate missing functionality -- it indicates a different set of referenced assets. The bolt-action rifles carry additional GUID flags that reference specific assets such as crafting recipe sets or attachment compatibility definitions, whereas the Sportshot may use a different mechanism. A modder who clones the Sportshot and needs GUID flags that the bolt-action rifles carry should resolve those GUIDs against the asset registry in Unity Explorer, determine what they reference, and decide whether to add equivalent GUIDs to the cloned Sportshot.

Behaviour flags

Blueprints -- tells the crafting system that this item has associated blueprint recipes. When the Blueprints flag is present, the game reads the item's nested blueprint data to populate the crafting menu. Removing this flag hides all of the Sportshot's crafting recipes, even if the recipe data is still present in the asset.

Hook_Barrel -- declares that the weapon asset exposes a barrel attachment point. The attachment system reads this flag to know that a barrel attachment (muzzle brake, suppressor, etc.) can be installed on this weapon. Removing Hook_Barrel disables barrel attachments.

Hook_Grip -- declares that the weapon asset exposes a grip attachment point. The attachment system reads this flag to know that a grip attachment (vertical grip, bipod, etc.) can be installed. This is a hook point the bolt-action rifles do not have. The presence of Hook_Grip means the Sportshot accepts grip attachments in addition to barrel and sight attachments.

Hook_Sight -- declares that the weapon asset exposes a sight attachment point. With this flag present, the attachment system allows sight and optic attachments to be installed on the Sportshot. Removing it disables sight attachments.

Hook_Tactical -- declares that the weapon asset exposes a tactical attachment point. The attachment system reads this flag to know that a tactical attachment (laser, rangefinder, etc.) can be installed. This is another hook point the bolt-action rifles do not have. The presence of Hook_Tactical makes the Sportshot more customisable than the bolt-action rifles, which only expose barrel and sight hooks.

InputItems -- flags the asset as consuming input items in its recipes. This is paired with the Blueprints flag: Blueprints declares that recipes exist, InputItems tells the crafting system that those recipes consume items from the player's inventory. If Blueprints is present but InputItems is absent, the recipes would display in the menu but would not consume ingredients.

RequiresNearbyCraftingTags -- tells the crafting system that the item's recipes require a nearby crafting station or object with matching tags. When this flag is present, the player must be within range of a tagged object (such as a workbench or crafting table) to use the Sportshot's recipes. Removing this flag makes the recipes craftable from anywhere in the inventory.

Safety -- marks the weapon as having a safety mode. The Safety flag enables a fire-mode state where the weapon cannot fire. It appears in the in-game fire-mode toggle alongside other modes. The Sportshot carries both Safety and Semi, giving a two-position toggle: Safety mode (cannot fire) and Semi mode (one shot per trigger pull).

Semi -- sets the fire mode to semi-automatic. The Semi flag means one trigger pull fires one round. If a modder removes Semi, the weapon would need another fire-mode flag (such as Auto) or it would lack a valid fire mode. A weapon can carry multiple fire-mode flags: Safety plus Semi gives a two-position toggle. Safety plus Semi plus Auto gives a three-position toggle.

Bracket and brace flags ([, ], {, }) -- these single-character flags are not behaviour flags in the standard sense. They may be internal markers from the asset serialisation format that were captured as flag entries during extraction. Modders typically leave them in place when cloning or modifying the asset file, because the extraction tool may expect them in certain positions within the flag array. Removing them from a cloned asset is generally safe, but modders should test to confirm. These bracket entries appear in the flag lists of many Unturned weapon assets and should be treated as opaque serialisation artefacts rather than functional flags. When cloning a weapon asset and creating a new flag array, the safest practice is to keep the bracket entries in the same positions they occupy in the original array. If the cloned asset works without them, they can be removed, but if removing them causes the asset to fail validation or the game to reject the asset, restore them and accept them as required serialisation padding.

Attachment hook comparison

The Sportshot carries four attachment hook flags: Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical. The bolt-action rifles (Birch, Maple, Pine) carry only two: Hook_Barrel and Hook_Sight. This means the Sportshot accepts two additional attachment categories -- grip and tactical -- that the bolt-action rifles cannot use. A modder building a weapon family can choose how many hook points to expose by adding or removing these flag strings. The flag names follow a consistent convention: Hook_<Category> where the category is a camel-case string matching the attachment slot name in the asset bundle. Adding a flag whose category name does not match an existing attachment slot definition will have no effect, because the engine's attachment system validates the category against known slot types.

Where it spawns

The Sportshot is the only weapon in this reference family that appears in the standard loot tables. Unlike the bolt-action rifles, which have zero spawn table entries and must be obtained through crafting, NPC rewards, or admin commands, the Sportshot spawns across multiple maps and multiple spawn table categories. The table below lists every spawn table entry extracted from the game files.

MapSpawn tableChance per roll
CoreGuns_Canada_Guns33.333%
CoreCamp_Guns25.000%
CoreFarm_Guns25.000%
CoreGuns_America_Guns25.000%
CoreCamp_Arctic_Guns25.000%
FranceCamp_France_Guns20.000%
FranceFarm_France_Guns14.085%
CorePEI_Guns_Canada5.704%
CoreGuns_Canada5.704%
CoreWashington_Guns_America4.278%
CoreGuns_America4.278%
CoreYukon_Camp_Arctic2.022%
CoreCamp_Arctic2.022%
CorePEI_Camp0.796%
CoreCamp0.796%
CoreWashington_Camp0.796%
CoreRussia_Camp0.796%
CorePeaks_Camp0.796%
EasterIslandEaster_Camp0.796%
RioDeJaneiroCamp_Brazil0.796%

Showing 20 of 31 tables that can produce this weapon.

How to read the spawn table

Each row in the spawn table represents one loot table entry where the Sportshot is a possible result of a loot roll. The three columns are:

Map -- the map or map group the spawn table belongs to. Core tables appear on every map in the core Unturned map set (PEI, Washington, Yukon, Russia, Germany, and others). Named map tables (France, EasterIsland, RioDeJaneiro) are map-specific and only appear when the server is running that map. The Core designation means the table is part of the shared map data that loads on every official map, which is why the majority of entries (14 out of 20 shown) use Core. France-specific tables only load when the server uses the France map, and the same applies to EasterIsland and RioDeJaneiro.

Spawn table -- the name of the loot table inside the map's spawn configuration. Loot table names follow a <Location>_<Category> convention: for example, Camp_Guns is the gun-category table for camp locations, and Farm_Guns is the gun-category table for farm locations. A table name with a map prefix (e.g. PEI_Guns_Canada) is a map-specific variant of a broader table. A table name without an underscore-based prefix (e.g. Guns_Canada) is a regional table that may be shared across multiple maps. Tables ending in _Guns are gun-specific tables that contain only weapons; tables without that suffix (e.g. Camp, Camp_Arctic) are general-pool tables that may contain many item types.

Chance per roll -- the percentage chance that the Sportshot is selected on a single roll of the spawn table. This is the Sportshot's share of the table's total weight distribution. On each roll of the Guns_Canada_Guns table, there is a 33.333% chance the result is the Sportshot. On each roll of the Camp table, there is a 0.796% chance. The chance per roll is computed as the Sportshot's weight divided by the total weight of all items in that table, expressed as a percentage. Each roll is an independent event: a 33.333% chance means, on average, one in three rolls produces a Sportshot from that table. It does not guarantee a Sportshot every third roll.

Why odds differ per table

The chance per roll varies across tables because each spawn table has a different total weight and a different set of competing items. A high chance (33.333% in Guns_Canada_Guns) indicates that the Sportshot carries a large share of that table's total weight. A low chance (0.796% in the general Camp table) indicates that the Sportshot shares the table with many other items whose combined weights make the Sportshot a rare result.

The general-pool tables (Camp, Camp_Arctic, Guns_Canada) have lower per-roll chances than the specific gun-category tables (Camp_Guns, Guns_Canada_Guns, etc.) because the general tables include non-gun items in their weight distributions. A table named Camp may contain food, clothing, tools, first-aid items, and weapons; the Sportshot competes against all of those items for each roll, which means the Sportshot's weight is a small fraction of a much larger total. A table named Camp_Guns contains only guns; the Sportshot competes against a smaller pool of items, so its share of the weight is proportionally higher.

The descending odds ladder from 33.333% down to 0.796% is not a linear progression. It stratifies into three tiers:

  • Tier 1 -- dedicated gun tables (33.333% to 25.000%). These tables (Guns_Canada_Guns, Camp_Guns, Farm_Guns, Guns_America_Guns, Camp_Arctic_Guns) contain only weapons. The Sportshot's weight is a large fraction of the total weight because there are fewer competing items. These represent the most reliable spawn sources.
  • Tier 2 -- map-specific and regional tables (20.000% to 2.022%). These tables (Camp_France_Guns, Farm_France_Guns, PEI_Guns_Canada, Guns_Canada, Washington_Guns_America, Guns_America, Yukon_Camp_Arctic, Camp_Arctic) have moderate per-roll chances. Some are gun-specific with map-level filtering; others are broader regional tables. The drop from 14.085% to 5.704% to 2.022% reflects increasing competition from other items.
  • Tier 3 -- general civilian tables (0.796%). These tables (PEI_Camp, Camp, Washington_Camp, Russia_Camp, Peaks_Camp, Easter_Camp, Camp_Brazil) are the broadest spawn pools, containing every item category that can appear in camp-type locations. The Sportshot's weight is a tiny fraction of these tables' large total weights, making it a rare find in these spawn locations. The identical 0.796% across seven different _Camp tables is not a coincidence: every general camp table may assign the Sportshot the same absolute weight, and the similar total weights across camp tables produce the same percentage.

When a loot container generates its contents, the game rolls one or more times on the relevant spawn table. Each roll is independent. If a camp container rolls the Camp table three times, each roll has an independent 0.796% chance of producing a Sportshot. The rolls do not influence each other, and it is possible for multiple rolls to produce the same item.

A modder verifying spawn odds can examine the absolute weights that produce these percentages. If the Sportshot has weight 1 in a table with total weight 125, the per-roll chance is 1 / 125 * 100 = 0.8%. If another weapon in the same table has weight 50, its per-roll chance is 50 / 125 * 100 = 40%. The weights are relative: a weight of 50 is fifty times more likely than a weight of 1, regardless of the absolute numbers. This is why the Sportshot's 0.796% in the general Camp table and its 33.333% in Guns_Canada_Guns are not comparable as absolute sparseness measures -- those percentages express different absolute weights in tables with different total weights. The percentage is the useful measure for comparison; the absolute weight is the useful measure for editing.

The truncated table

The note "Showing 20 of 31 tables that can produce this weapon." means the Sportshot appears in 31 distinct spawn tables across the extracted data, but only 20 are displayed in this reference. The 11 additional tables not shown here are additional spawn entries with per-roll chances that follow the same descending pattern as the displayed tables. A modder who needs the complete 31-table list should consult the full loot table extraction source. For most modding purposes -- adding, removing, or adjusting Sportshot spawn rates -- the displayed 20 tables cover the primary spawn locations and demonstrate the full range of per-roll chance values from 33.333% down to 0.796%.

What the spawn table tells a modder

The spawn table is the direct data format a modder edits to control where the Sportshot appears. To add the Sportshot to a new spawn table, create an entry with the item ID 484 and a chosen weight relative to the other items in the table. To remove the Sportshot from spawn, delete its entries from the relevant tables. To increase or decrease the Sportshot's spawn frequency, adjust the weight within each table. A higher weight increases the chance per roll; a lower weight decreases it.

When editing weights, the per-roll chance is calculated as: weight / total_weight_of_table * 100%. For example, if the Camp_Guns table has a total weight of 400 and the Sportshot's weight is 100, the chance per roll is 100 / 400 * 100 = 25%. A modder who wants to tune the Sportshot's spawn rate must know both the Sportshot's weight and the total weight of the table, because changing the Sportshot's weight alone will not produce the expected percentage unless the total weight is accounted for. Adding a new item to the table also changes the total weight, which changes every other item's chance per roll even if their absolute weights remain unchanged.

The "Showing 20 of 31" note also tells a modder that the Sportshot is a widely distributed weapon. It appears in 31 distinct tables, which means the weapon is accessible on many maps and in many spawn categories. This wide distribution is consistent with the Sportshot's Uncommon rarity, which places it above Common items in the rarity hierarchy but still broadly available across the spawn ecosystem. By contrast, the bolt-action rifles have zero spawn table entries -- they are the opposite end of the distribution spectrum.

A modder comparing the Sportshot's spawn distribution to other weapons should note the distinction between "appears in many tables" and "appears frequently." The Sportshot appears in 31 tables (many) but at per-roll chances as low as 0.796% (infrequent per roll in some tables). The overall availability of the weapon is the product of two factors: the number of tables it appears in and the per-roll chance in each table. A weapon that appears in only 5 tables at 50% each may be more commonly encountered than a weapon that appears in 31 tables at an average of 5% each. The Sportshot balances many tables against a wide range of per-roll chances, ensuring it is reliably available from dedicated gun tables while being a rare find from general civilian tables.

How a modder reads and edits these values

Modifying the Sportshot follows a three-step pipeline: locate, read, edit.

Step 1: locate the asset

The asset lives in the game's asset bundle. Using Unity Explorer, navigate to the item asset list and search for asset name Sportshot or GUID 31788694007e49cbabb3319cce5424de. Selecting the asset exposes all the fields documented above in a property grid. Unity Explorer displays the fields alphabetically by default, with the field name in the left column and the field value in the right column.

For a mod asset bundle, the file is a .asset or .uasset file inside the mod's directory. Tools like UAssetGUI can open the file directly and display the field list. Some modders prefer a raw JSON export workflow: export the asset to JSON, edit values in a text editor, and re-import the JSON.

When locating the asset in a mod bundle, if the modder cannot find the asset by file path, they can search by GUID across the entire bundle. Most modding tools support GUID-based search because GUIDs are the most reliable lookup key.

Step 2: read the fields

Every field in the tables above is a named entry in the asset's property list. The name on the left (e.g. Player_Damage) is the property name. The value on the right (e.g. 23) is the current setting. Before editing, confirm that you are reading the correct property by matching both the name and the current value to the tables in this reference. The Sportshot's vanilla values serve as a baseline that tells you "this is the unmodified asset."

If a property is missing from the asset entirely, the game uses the engine default for that property type. You can add the property by creating a new entry with the correct name and type. For example, if the Sportshot asset were missing Spread_Aim, the game would use whatever the engine considers the default spread value. Adding Spread_Aim with a value of 0.1 would override that default.

Some fields may appear with type indicators in UAssetGUI (e.g. float Player_Damage = 23.0). The type indicator tells the editor what data format to expect. Setting a float field to a string value would cause a validation error or an asset load failure.

Step 3: edit and save

Change the value directly. For numeric fields like Range or Player_Damage, type the new number. For flag fields, add or remove the flag string from the flag array. For GUID reference fields, paste the new GUID string. After editing, save the asset bundle and reload the mod. Test in a local game before publishing.

Common modding scenarios for the Sportshot, with the specific fields to edit:

  • Damage tuning. Change Player_Damage from 23 to a higher or lower value. This shifts the whole player damage profile proportionally. If you only want to change one hit zone, edit that zone's multiplier instead (e.g. set Player_Skull_Multiplier to 1.5 for a heavier head shot bonus).

  • Firerate adjustment. Change Firerate from 4 to a higher tick count for a slower-firing weapon, or lower it for a faster-firing one. A Firerate of 1 is the lowest valid value and will fire on nearly every engine tick.

  • Recoil adjustment. The Sportshot's recoil values are already low (Recoil_Min_Y 2, Recoil_Max_Y 3). For a heavier kick, increase these values. For an absolute laser with no camera movement, set all recoil values to 0.

  • Spread adjustment. Spread_Aim of 0.1 is wide compared to bolt-action rifles. Decreasing this value tightens the aim cone; increasing it makes the weapon even less precise. Setting it to 0.01 would match the bolt-action rifles' precision.

  • Ammo capacity. Change Ammo_Max from 10 to a higher or lower value. The Ammo_Min of 5 is unusual among Unturned weapons -- a modder wanting a more conventional magazine might set Ammo_Min to 1 and leave Ammo_Max at 10, making the valid loaded range 1 to 10.

  • Caliber swap. Change Caliber from 18 to 17 to make the Sportshot accept Rifle ammunition instead of Sportshot ammunition. Update Magazine from 485 to 478 to point to the Rifle Magazine so reloads work with the new ammunition type. Without updating Magazine, the weapon will accept Rifle ammo but the old magazine item will no longer be compatible.

  • Attachment hooks. The Sportshot already carries four hooks (Barrel, Grip, Sight, Tactical). A modder can add or remove hook flags to change attachment compatibility. Adding Hook_Stock would enable stock attachments if the engine supports that category. Removing Hook_Tactical would disable tactical attachments.

  • Action change. Changing Action from Trigger to Bolt would add a bolt-cycling animation between shots, slowing the weapon's effective fire rate beyond the Firerate tick counter. This is not recommended unless the modder also adjusts Firerate and the visual model to support the bolt animation.

  • Flag toggling. Remove Semi and add Auto to change the fire mode. Remove Safety to disable the safety toggle. Be aware that removing system flags like Blueprints or InputItems will break crafting recipes.

Spawn table editing

Editing the Sportshot's spawn behaviour requires modifying the loot table configuration, not the weapon asset itself. Each row in the spawn table section above corresponds to an entry in a loot table file. To add the Sportshot to a new table, create a new entry with item ID 484 and a weight. To remove it, delete the entry. To adjust frequency, change the weight.

Loot table files are typically JSON or a custom text format inside the map's configuration directory. The exact format depends on the map and whether the server uses vanilla loot tables or a modded loot system. The data columns (Map, Spawn table, Chance per roll) represent the abstract structure; the concrete file format varies by map and server configuration. The important principle is that each entry consists of an item ID (or GUID) and a weight, and the chance per roll is always weight / total_weight * 100%.

Troubleshooting

When an edit to the Sportshot asset does not behave as expected, check the following common causes:

Weapon does not fire. Verify the Semi flag is present and has not been removed or overwritten. Check that the Safety flag is not the active fire mode at the time of testing. Confirm the loaded round count meets or exceeds Ammo_Min (5). If the weapon has fewer than 5 rounds, it will dry-fire even though ammunition remains. This is a common point of confusion for modders accustomed to Ammo_Min set to 1. Also check that a compatible magazine (item 485, Caliber 18) is loaded.

Weapon fires too slowly or too quickly. Verify the Firerate value is set to the intended tick count (default 4). If you changed the Action field from Trigger to Bolt, the bolt-cycling animation adds additional delay between shots that the Firerate value alone does not account for. If the weapon fires faster than expected, check that no other mod or plugin is overriding the Firerate at runtime.

Weapon deals incorrect damage. Verify Player_Damage (23), Zombie_Damage (32), and Animal_Damage (50) are set to the intended values. Verify each multiplier field is spelled correctly and has the intended value. The game will silently use 0 for an unrecognised multiplier name, which would cause zero damage on hits to that zone. If the damage seems too low against a specific entity type, confirm you are hitting the entity type you think you are: a zombie hit uses Zombie_Damage (32), not Player_Damage (23), even if the zombie model resembles a player model.

Weapon has no recoil or shake. Check Recoil_Min_X (-0.5), Recoil_Max_X (1), Recoil_Min_Y (2), and Recoil_Max_Y (3). If all are 0, the weapon will have zero recoil. Check Shake_Min_X (-0.0025) and Shake_Max_X (0.0025). If these are 0, there will be no screen shake. If the values are present but the weapon still has no recoil, the recoil system may be disabled by a server plugin or a conflicting mod.

Spread is too wide or too tight. The Sportshot's Spread_Aim of 0.1 is an order of magnitude wider than bolt-action rifles. If the spread feels too wide, lower this value. If it feels too tight, raise it. The spread applies only when aiming; hip-fire spread is controlled by a different field not present in the Sportshot asset, so the engine default applies. If you need to control hip-fire spread, add the appropriate hip-fire spread field to the asset.

Attachments do not install. Check the corresponding Hook_<Category> flag is present in the Sportshot's flag array. The Sportshot carries Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical. If an attachment for a different category (e.g. stock) does not install, it is because that hook flag is absent. Adding the flag enables the slot, but the attachment category name must match a slot the engine recognises.

Crafting recipes do not appear. Check Blueprints and InputItems flags are both present. Check RequiresNearbyCraftingTags is either absent or the player is near a matching crafting station. Check the nested blueprint data in the asset is not corrupted or empty. If Blueprints is present but InputItems is missing, recipes will display but not consume ingredients.

Spawn behaviour is incorrect. Changes to the weapon asset do not affect spawn behaviour. Spawn frequency is controlled by the loot table configuration files, not by the weapon asset's fields. To change where the Sportshot spawns, edit the loot table entries (see the spawn table section above), not the weapon asset itself. Conversely, if you have modified the Sportshot's damage or handling and the changes are not reflected in spawned weapons, the asset bundle containing your edits may not be loading correctly or may be overridden by another mod.

Weapon has the wrong Caliber after editing. Caliber changes do not take effect unless the Magazine field is also updated to match. If you change Caliber from 18 to 17 but leave Magazine at 485, the weapon will accept Rifle ammunition but the Sportshot Magazine (item 485) declares Caliber 18 and will no longer be compatible. Both Caliber and Magazine must point to the same ammo type for reloads to work. Similarly, if you change only the Magazine to 478 but leave Caliber at 18, the Rifle Magazine (declaring Caliber 17) will not be recognised as compatible.

Weapon reloads produce incorrect round counts. If the weapon loads to a count other than 10 on a full reload, check that Ammo_Max is set to the intended value (default 10) and that the magazine item's capacity matches. If the weapon loads only to Ammo_Min (5) on a reload, the magazine item may have an internal capacity field that overrides the weapon's Ammo_Max. If the weapon refuses to reload at all, check that the loaded count is below Ammo_Max and that the magazine item is not empty or corrupted.

Weapon not appearing in spawn containers despite spawn table edits. If you have added the Sportshot to a spawn table but it does not appear in loot containers, verify the following: the spawn table file is in the correct directory for the map being tested; the item ID in the spawn table entry is 484 (not a different ID or a GUID string); the total table weight has been recalculated to include the new entry; the server has loaded the modified spawn configuration (a restart may be required); and no other mod is overriding the spawn table. Loot table changes often require a full server restart rather than a hot reload. Additionally, some map configurations cache spawn tables in memory and will not pick up file changes until the server process is fully stopped and restarted.

Testing and validation checklist

After editing the Sportshot and saving the asset bundle, test the weapon in a local game using the following checklist. Each item confirms one aspect of the weapon's behaviour against the expected vanilla values or your intended modified values.

Load test. Spawn the weapon (command /give 484 or via GUID reference). Confirm the weapon appears in the inventory with the correct name and icon. Check that the item ID (484) is not duplicated by another mod. Confirm the rarity tier displays the correct colour (green for Uncommon, or whatever rarity you have set).

Fire test. Equip the weapon and fire at a wall or distant object at close range. Confirm the muzzle effect (Muzzle 3) plays with the correct visual flash and sound. Confirm the projectile is created and the raycast fires. Check that the weapon fires in Semi mode and does not fire in Safety mode.

Ammo test. Spawn a Sportshot Magazine (item 485). Confirm the magazine attaches and the weapon loads between Ammo_Min (5) and Ammo_Max (10). Fire down to 5 rounds and confirm the weapon still fires. Fire down to 4 rounds and confirm the weapon dry-fires (Ammo_Min of 5 enforced). This Ammo_Min behaviour is the Sportshot's most unusual field -- verify it works. Reload with a fresh magazine and confirm the weapon returns to 10 rounds.

Firerate test. Fire repeatedly and observe the time between shots. Confirm the weapon fires faster than a bolt-action rifle and the delay is governed by the Firerate tick counter (4). Confirm the Trigger action does not play a bolt-cycling animation between shots.

Damage test. Fire at each entity type (player target, zombie, animal) and each hit zone where possible. The skull shot should produce 35.2 zombie damage, 25.3 player damage, and 55 animal damage. The spine shot should produce 19.2 zombie damage, 18.4 player damage, and 40 animal damage. Limb shots should produce the correct reduced values. If exact damage testing is not feasible in a quick local session, spot-check the skull and spine values as the most important anchors.

Handling test. Fire repeatedly and observe the recoil pattern. Vertical recoil should climb modestly (2 to 3 units per shot). Horizontal recoil should drift slightly left or right (-0.5 to 1). Screen shake should be subtle (0.0025 magnitude). The spread cone should be noticeable when aiming at distant targets -- shots should not land precisely on the crosshair centre every time, because Spread_Aim is 0.1.

Attachment test. Attempt to install one attachment in each available slot category (Barrel, Grip, Sight, Tactical). Confirm each attaches and functions. Attempt to install an attachment in a category not supported by the Sportshot (e.g. Stock if Hook_Stock is not present) and confirm it does not attach.

Crafting test. If Blueprints and InputItems are present, open the crafting menu and confirm the Sportshot's recipes appear. If RequiresNearbyCraftingTags is present, test both near and far from a crafting station -- recipes should only appear when within range of the tagged station.

Spawn test. If spawn table edits were made, load the relevant map and check the modified loot containers. Run multiple container openings (at least 25 rolls) to get a rough sense of whether the spawn frequency matches the intended chance per roll. A single test is not representative; small samples can mislead.

GUID collision test. If you cloned the Sportshot to create a custom weapon, verify that your new GUID does not match the Sportshot's original GUID (31788694007e49cbabb3319cce5424de) or any other vanilla GUID. Load the game with only your mod active and confirm the Sportshot still appears as the vanilla weapon (green name, correct stats). Then add your custom weapon and confirm it appears as a separate item with its own name, ID, and rarity colour. A GUID collision can cause one weapon to silently override the other, which is difficult to debug without an isolated test environment.

Reload edge case test. Test reload behaviour with partial magazines. Fire down to 6, 7, 8, or 9 rounds and reload -- the weapon should fill to Ammo_Max (10). Fire down to 5 and reload -- the weapon should fill to 10. Fire down to 4 and attempt to fire -- the weapon should dry-fire. This edge case (Ammo_Min of 5) is the most unusual field on the Sportshot and the one most likely to surprise modders who test it for the first time.

Despawn and respawn test. If you modified spawn tables, leave the area and return after the loot respawn timer expires (or force a respawn via server command). Confirm the weapon continues to appear at the intended rate across respawn cycles. A spawn table edit that works on the first container opening but fails on subsequent respawns indicates a caching issue or a spawn configuration that does not persist across map reloads.

Comparing the Sportshot to the bolt-action rifles

The Sportshot shares a damage multiplier structure with the Birch, Maple, and Pine Rifles (0.6 for limbs, 0.8 for spine, 1.1 for skull across all damage layers) but diverges in nearly every other field. The comparison below is useful for modders building a weapon family or editing one of these weapons relative to the others.

FieldBirch RifleMaple RiflePine RifleSportshot
Item ID479474480484
RarityCommonCommonCommonUncommon
Range175200225200
Firerate5050504
ActionBoltBoltBoltTrigger
Caliber17171718
Muzzle4443
Magazine478478478485
Ammo_Min1115
Ammo_Max44410
Player_Damage80808023
Zombie_Damage99999932
Animal_Damage99999950
Spread_Aim0.010.010.010.1
Hook pointsBarrel, SightBarrel, SightBarrel, SightBarrel, Grip, Sight, Tactical
Spawn tablesNoneNoneNone31 tables

The comparison highlights two distinct weapon design philosophies in the Unturned asset data:

  • Bolt-action rifles are high-damage, slow-firing, precision weapons with no natural spawn. Their Firerate of 50, Bolt action, and Spread_Aim of 0.01 define a weapon family that rewards deliberate, accurate shot placement. Their base damage values (80 for players, 99 for zombies and animals) are among the highest in the weapon asset data. Their absence from loot tables means their availability is entirely controlled by crafting recipes or server operator discretion.
  • The Sportshot is a low-damage, fast-firing, moderate-precision weapon with broad spawn distribution across 31 tables. Its Firerate of 4, Trigger action, and Spread_Aim of 0.1 define a weapon that fires rapidly but lands shots in a wider cone. Its base damage of 23 (player) is less than a third of the bolt-action rifles' 80. Its presence in 31 tables makes it a commonly encountered weapon that players find reliably in camp and farm locations.

The comparison also highlights the handling contrast between the two families. The bolt-action rifles have Recoil_Y in the range of 15 to 20 and Shake of 0.005 magnitude, creating a pronounced kick on each shot. The Sportshot has Recoil_Y in the range of 2 to 3 and Shake of 0.0025 magnitude, roughly one-sixth to one-half of the bolt-action values respectively. This reinforces the design split: the bolt-action rifles are power-delivery tools where each shot matters, and the Sportshot is a volume-fire tool where sustained output compensates for per-shot weakness.

A modder who understands both templates can design any intermediate weapon by mixing values from both columns. For example: a weapon with Bolt action and 80 base damage but Ammo_Max of 10 and four hook points would combine the Sportshot's magazine capacity and customisability with the bolt-action damage profile. A weapon with Trigger action and Firerate 4 but Spread_Aim 0.01 and Player_Damage 80 would fire quickly and accurately, creating a high-performance hybrid. The data shows that these fields are independent: the game does not require a particular Ammo_Max for a given Firerate, nor does it restrict hook points to specific Action types. Every field is a separate slider the modder sets independently.

Reading the comparison table as a design tool

For a modder building a new weapon, the comparison table serves a design function beyond a factual reference. It exposes which fields define a weapon's identity and which fields are interchangeable conventions. The fields that define identity -- the ones that make a Sportshot feel like a Sportshot and a Birch Rifle feel like a Birch Rifle -- are Firerate, Action, and the base damage values. The Sportshot's identity is 4/Trigger/23; the bolt-action identity is 50/Bolt/80 (player). The fields that are interchangeable conventions are the damage multipliers (0.6/0.8/1.1 across all four weapons), the identity field format (asset name, item ID, GUID, rarity, slot), and the crafting flags (Blueprints, InputItems, RequiresNearbyCraftingTags). A modder starting a new weapon design can keep the convention fields unchanged, focus on the identity fields to establish the weapon's role, and then tune the handling fields (recoil, spread, shake) to match the role.

The Range field is an example of a field that varies independently within a weapon family: the bolt-action rifles have a range gradient from 175 (Birch) to 200 (Maple) to 225 (Pine), and the Sportshot falls in the middle at 200. Range does not correlate with any other field in the data -- a short-range weapon with high damage and a long-range weapon with low damage are equally valid in the asset data format, even if they would make contradictory gameplay designs. The game does not validate these combinations; it only reads and applies them. The modder is responsible for ensuring the combination of fields creates a coherent weapon.

Canned Beans

The Sportshot appears in 31 loot tables, and many of those tables are camp and farm category locations. The spawn tables that overlap with civilian food spawn categories include: Camp_Guns, Farm_Guns, Camp_Arctic_Guns, Camp_France_Guns, Farm_France_Guns, PEI_Camp, Camp, Washington_Camp, Russia_Camp, Peaks_Camp, Easter_Camp, and Camp_Brazil. These camp and farm spawn locations are the same table types where Canned Beans (item ID 13) appears as a common civilian food spawn.

The Sportshot shares its spawn ecosystem with Canned Beans: both items can appear in the same loot containers when those containers roll from camp-type or farm-type tables. However, they appear through separate entries within those tables -- the table includes a row for item 484 (Sportshot) and a separate row for item 13 (Canned Beans), each with its own weight and per-roll chance. The Sportshot is not dropped alongside Canned Beans in a single roll; it is that both items are possible outcomes of separate independent rolls on the same spawn table.

The shared camp-and-farm spawn habitat is the closest data-level connection between any weapon in this reference set and the Canned Beans canon. The bolt-action rifles have no loot table entries at all, so they share no spawn ecosystems with beans. The Sportshot's wide distribution across camp and farm tables makes it the most "beans-adjacent" weapon in the extracted data: a player searching camp containers for food might find a Sportshot instead, and a player searching for a Sportshot in camps will regularly encounter Canned Beans along the way.

A modder who adds Canned Beans to a gun-specific table (e.g. Camp_Guns) or adds a Sportshot to a civilian food table would create a direct loot-table adjacency that does not exist, or is not confirmed, in the vanilla data. In the vanilla extracted data, the two items coexist in the same spawn ecosystem but interact only through the broader loot table system, not through any direct item-to-item relationship or shared loot roll.

The Sportshot's camp-and-farm spawn distribution has a practical implication for players and server economics: a player searching camp locations for basic supplies (food, water, bandages) will regularly encounter Sportshots alongside those supplies. This means the weapon is a secondary reward for a common activity (looting camps for survival supplies), rather than a dedicated reward for a combat-oriented activity (clearing military zones). The Sportshot's placement in civilian-level spawn locations is consistent with its Uncommon rarity and its role as a widely available, moderate-performance weapon that players acquire through normal survival gameplay rather than through high-risk combat operations.

For the full story of Canned Beans in the 57 Studios wiki canon, see /lore/canned-beans-lore.

Practical use for server owners and modders

Server owners

The Sportshot's broad spawn distribution makes it a baseline weapon that players encounter regularly. Its 31 spawn tables mean it surfaces on nearly every map and across multiple spawn locations. Server owners should understand the following points when managing a server where the Sportshot is present.

Economy impact. Because the Sportshot spawns widely, it will accumulate in the server economy. Players will find multiple copies and may hoard, trade, or scrap them. The Uncommon rarity means it is not the most common weapon drop, but its presence in 31 tables -- with high per-roll chances in the dedicated gun tables -- ensures a steady supply. Monitor player inventories for Sportshot saturation. If every player has one on day one, consider reducing its spawn weight in the high-chance tables (the Tier 1 tables at 33.333% and 25.000%).

Ammunition dependency. The Sportshot uses Caliber 18 (Sportshot ammunition), which is a separate ammunition type from the more common Caliber 17 (Rifle ammunition). Server owners should ensure that Sportshot ammunition spawns are sufficient to support the weapon's 10-round magazine and fast fire rate (Firerate 4). If Sportshot ammo is scarce, players may abandon the weapon because they cannot keep it fed. Check the Sportshot Magazine item (item ID 485) and the corresponding ammunition item to confirm they spawn in sufficient quantities relative to the Sportshot's spawn rate.

Spawn tuning. If the Sportshot is over-represented, reduce its weight in the high-chance tables: Guns_Canada_Guns (33.333%), Camp_Guns (25.000%), Farm_Guns (25.000%), Guns_America_Guns (25.000%), and Camp_Arctic_Guns (25.000%). These five tables are the primary sources of Sportshot supply. If it is under-represented, increase those weights or add entries to tables where it is not currently listed. Changing a weight from 100 to 50 in a table with total weight 400 drops the chance per roll from 25% to 12.5%. The relationship is linear.

Uncommon rarity effects. The Uncommon rarity gives the Sportshot a green name in the inventory UI. Some loot-scoring plugins or custom loot systems use the rarity field as a filter or a scoring weight. If you run a plugin that scales loot quality by rarity, the Sportshot will be classified in the Uncommon tier alongside other green-name items. Changing the rarity field to Common would give the weapon a white name and may affect how rarity-aware plugins categorise it, while changing it to Rare would give it a blue name and move it up a tier in any rarity-based loot quality filter.

Controlled distribution option. If you want the Sportshot to be rarer than vanilla, you can remove its entries from the high-chance tables while leaving the low-chance camp tables intact. This preserves the weapon in the spawn ecosystem but at a much lower volume. Or you can remove all spawn table entries and make the Sportshot crafting-only, following the bolt-action rifle pattern. This gives you full control over how many Sportshots enter circulation.

Kit and loadout considerations. Because the Sportshot is a Primary slot weapon with Uncommon rarity, it is a natural choice for starter kits and mid-tier loadouts. Server owners who provide kits to new players can include item 484 (Sportshot) alongside item 485 (Sportshot Magazine) and a stack of Sportshot ammunition to give players a functional firearm from the start. The weapon's low recoil and wide availability make it suitable for players learning the game's shooting mechanics. If the Sportshot is included in a kit, consider reducing its spawn weight in the high-chance tables to prevent the weapon from being both a guaranteed kit item and a common spawn item, which would saturate the economy.

Modders

The Sportshot is an excellent template weapon for modding because it has a complete field set, broad spawn table data, and four attachment hooks. When building a weapon mod starting from the Sportshot as a base, follow this pipeline:

  1. Clone the asset and assign a new GUID. Use a GUID generator to create a unique 128-bit string. Do not reuse the Sportshot's GUID (31788694007e49cbabb3319cce5424de), or your mod will override the original weapon rather than adding a new one.
  2. Change the asset name (e.g. Sportshot_Custom) so your mod's asset does not conflict with the vanilla asset's name. A conflicting asset name can cause issues in systems that reference items by name.
  3. Assign a new item ID that does not collide with any existing item in the target server's item registry. Check both the vanilla items and any other installed mods' item ID ranges.
  4. Edit the ballistics, damage, and handling fields to your desired values. The reference tables above tell you exactly which fields exist and what their vanilla values are -- use them as a baseline for your changes.
  5. Decide on spawn distribution. You can clone the Sportshot's 31-table spawn list and adjust the per-table weights, add entries to a subset of tables for a rarer weapon, or remove all spawn entries and make your weapon crafting-only (following the Birch/Maple/Pine pattern). If you are adding spawn table entries, follow the weight-percentage formula described in the spawn table section.
  6. Decide on attachment hooks. The Sportshot's four hooks (Barrel, Grip, Sight, Tactical) are a good baseline for a highly customisable weapon. You can remove hooks to restrict attachment options or add hooks (if the engine recognises the category name) to expand them.
  7. Build the mod asset bundle and test locally. Use the testing and validation checklist in the troubleshooting section above to confirm every changed field behaves as intended.

The Sportshot is the best reference for understanding Unturned's spawn table format because it has the most extensive extracted data of any weapon in this reference set. The 20 displayed tables (of 31 total) demonstrate every pattern a modder needs: high-chance specific tables (33.333% in Guns_Canada_Guns), moderate-chance regional tables (around 25% in dedicated gun tables), low-chance broad tables (0.796% in general Camp tables), map-specific tables (France, EasterIsland, RioDeJaneiro), and the descending odds ladder from 33.333% down to 0.796%. Modders who study this pattern can replicate it for any custom weapon.

The Sportshot's field set is complete for a semi-automatic rifle with Trigger action. It has the ballistics fields, the three damage tables (player, zombie, animal), the handling fields, the flag array, and the richest spawn table data of any weapon in the extracted reference set. A modder who understands the Sportshot's fields and its spawn table structure understands the full weapon pipeline: how the asset defines what the weapon is, and how the spawn tables define where it appears.

Why the Sportshot covers every system a modder needs

For modders entering Unturned weapon modding for the first time, the Sportshot is the ideal teaching asset. It covers every weapon system the engine supports -- ballistics, three damage layers, handling, flags, spawn tables, crafting hooks, and attachment hooks -- without omitting any major category. The bolt-action rifles are simpler in most respects (fewer hooks, no spawn tables) but omit the spawn system entirely. The Sportshot is the only weapon in this reference set that includes the complete picture, making it the best starting point for a modder who wants to understand all the systems before specialising.

Specifically, a modder who works through the Sportshot from top to bottom -- reading every field, testing every edit, and tracing every value through the pipeline -- will have learned every concept needed to mod any weapon in Unturned. The jump from the Sportshot to an assault rifle, a shotgun, or a pistol is a matter of changing field values, not learning new systems. The only systems the Sportshot does not exercise are those specific to non-firearm weapons (bow string mechanics, throwable arcs, melee hit detection), which use different asset types entirely.


This reference article covers asset Sportshot, item ID 484, GUID 31788694007e49cbabb3319cce5424de. All field values are extracted from the game's asset data. The spawn table data shows 20 of 31 confirmed tables. For the latest extraction run or for corrections, consult the full loot table extraction source.