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Item Data

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Items in Unturned encompass anything that can be carried in a player's in-game inventory. All items share some properties, while each item type has its own unique data. All of the data applicable to each possible item type can be found below.

Tip

Properties are formatted as Property_Key \<data_type: default>: description

Item

The basic Item class that all other item types inherit from. Any of its properties can be applied to all other items.

Pro <flag>: Should Item be a cosmetic

Type <enum>: HAT, PANTS, SHIRT, MASK, BACKPACK, VEST, GLASSES, GUN, SIGHT, TACTICAL, GRIP, BARREL, MAGAZINE, FOOD, WATER, MEDICAL, MELEE, FUEL, TOOL, BARRICADE, STORAGE, BEACON, FARM, TRAP, STRUCTURE, SUPPLY, THROWABLE, GROWER, OPTIC, REFILL, FISHER, CLOUD, MAP, KEY, BOX, ARREST_START, ARREST_END, TANK, GENERATOR, DETONATOR, CHARGE, LIBRARY, FILTER, SENTRY, VEHICLE_REPAIR_TOOL, TIRE, COMPASS, OIL_PUMP. Each category of item has its own type. The type is used for the item's context type as viewed in the context menu.

Rarity <enum: COMMON>: COMMON, UNCOMMON, RARE, EPIC, LEGENDARY, MYTHICAL. Rarity of the Item

Econ_Icon_Use_Id <boolean>: N/A

Size_X <uint8: 1>: Minimum of 1. The width of the item in the inventory.

Size_Y <uint8: 1>: The height of the item in the inventory.

Size_Z <float: -1>: Icon orthographic camera size.

Use_Auto_Icon_Measurements <boolean: true>: N/A

Size2_Z <float: -1>: Econ icon orthographic camera size.

Shared_Skin_Lookup_ID <uint16: id>: N/A

Amount <uint8>: Maximum capacity of a container.

Count_Min <uint8>: The minimum amount to generate in the container.

count_Max <uint8>: N/A

Quality_Min <uint8: 10>: The minimum quality to generate. Set to 10 by default.

Quality_Max <uint8: 90>: The maximum quality to generate. Set to 90 by default.

Backward <flag>: Specified if this item should be visually held in the opposite hand.

Procedurally_Animate_Inertia <boolean: true>: see https://store.steampowered.com/news/app/304930/view/3294970071150257255

Useable <string>: Defines which class to use for the item when equipped. If unspecified it will default to None, meaning that the item cannot be equipped. Which value to use for equippable items can be found below for each item category.

Can_Player_Equip <boolean>: False if the item is not a useable.

Equipable_Movement_Speed_Multiplier <float: 1>: N/A

EquipAudioClip <masterBundleReference>: N/A

InspectAudioDef <masterBundleReference>: Reference to audio

InventoryAudio <masterBundleReference>: Reference to audio. If not specified, uses Sounds/Inventory/LightGrab.asset (for items less than 2x2) or Sounds/Inventory/RoughGrab.asset from the core masterbundle.
Backpacks use Sounds/Inventory/LightMetalEquipment.asset (less than or equal to 3x3 base size), Sounds/Inventory/MediumMetalEquipment.asset (less than or equal to 6x6 base size), or Sounds/Inventory/HeavyMetalEquipment.asset (all others). Barricades use Sounds/Inventory/Seeds.asset (if the name contains "Seed"), Sounds/Inventory/SmallMetal.asset (if the name contains Metal), Sounds/Inventory/LightMetalEquipment.asset (if the size is less than or equal to 1x1), Sounds/Inventory/MediumMetalEquipment.asset (if the size is less than or equal to 2x2), or Sounds/Inventory/HeavyMetalEquipment.asset (for everything else not covered). Calibre assets use Sounds/Inventory/SmallGunAttachment.asset Clothing assets use Sounds/Inventory/LightCloth.asset (if the size_x and size_y is less than or equal to 1x1), Sounds/Inventory/LightClothEquipment.asset (if it is a rarity of common or uncommon), or Sounds/Inventory/MediumClothEquipment.asset (all others). Guns assets use the base default for bows, Sounds/Inventory/SmallGunAttachment.asset (if the size_x and size_y is less than or equal to 1x1), or Sounds/Inventory/LargeGunAttachment.asset.

Slot <enum>: NONE, PRIMARY, SECONDARY, TERTIARY, ANY. N/A

Can_Use_Underwater <boolean: true if not PRIMARY>: Applicable to equipable items, and defaults to false for primary weapons.

Blueprints <uint8>: Count of blueprints provided.

Actions <uint8>: Count of Actions.

Blueprint_#_Type <enum>: TOOL, APPAREL, SUPPLY, GEAR, AMMO, BARRICADE, STRUCTURE, UTILITIES, FURNITURE, REPAIR. N/A

Blueprint_#_Supplies <uint8>: Count of provided supplies.

Blueprint_#_Supply_#_ID <uint16>: N/A

Blueprint_#_Supply_#_Critical <flag>: N/A

Blueprint_#_Supply_#_Amount <uint8>: Must be at least 1.

Blueprint_#_Outputs <uint8>: N/A

Blueprint_#_Output_#_ID <uint16>: N/A

Blueprint_#_Output_#_Amount <uint8>: N/A

Blueprint_#_Output_#_Origin <enum>: WORLD, ADMIN, CRAFT, NATURE. N/A

Blueprint_#_Product <uint16>: N/A

Blueprint_#_Products <uint8>: N/A

Blueprint_#_Origin <enum: CRAFT>: WORLD, ADMIN, CRAFT, NATURE. N/A

Blueprint_#_Tool <uint16>: N/A

Blueprint_#_Tool_Critical <flag>: N/A

Blueprint_#_Build <guidOrLegacy>: N/A

Blueprint_#_Level <uint8>: N/A

Blueprint_#_Skill <enum>: NONE, CRAFT, COOK, REPAIR. N/A

Blueprint_#_State_Transfer <flag>: N/A

Blueprint_#_Map <string>: N/A

Blueprint_#_Conditions <uint18>: N/A

Blueprint_#_Rewards_Type <enum>: NONE, EXPERIENCE, REPUTATION, FLAG_BOOL, FLAG_SHORT, QUEST, SKILLSET, ITEM, KILLS_ZOMBIE, KILLS_HORDE, KILLS_ANIMAL, COMPARE_FLAGS, TIME_OF_DAY, PLAYER_LIFE_HEALTH, PLAYER_LIFE_FOOD, PLAYER_LIFE_WATER, PLAYER_LIFE_VIRUS, HOLIDAY, KILLS_PLAYER, KILLS_OBJECT, CURRENCY, KILLS_TREE, WEATHER_STATUS, WEATHER_BLEND_ALPHA, IS_FULL_MOON. N/A

Blueprint_#_Rewards_Reset <flag>: N/A

Blueprint_#_Rewards_Logic <enum: NONE>: NONE, LESS_THAN, LESS_THAN_OR_EQUAL_TO, EQUAL, NOT_EQUAL, GREATER_THAN_OR_EQUAL_TO, GREATER_THAN. N/A

Blueprint_#_Rewards_Value <generic>:

Type datatype
EXPERIENCE uint32
REPUTATION int32
FLAG_BOOL boolean
FLAG_SHORT int16
SKILLSET enum(NONE,ACTIVE,READY,COMPLETED
KILLS_ZOMBIE int16
KILLS_HORDE int16
KILLS_ANIMAL int16
PLAYER_LIFE_HEALTH int32
PLAYER_LIFE_FOOD int32
PLAYER_LIFE_WATER int32
PLAYER_LIFE_VIRUS int32
HOLIDAY enum(NONE, HALLOWEEN, CHRISTMAS, APRIL_FOOLS, MAX)
KILLS_PLAYER int16
KILLS_OBJECT int16
CURRENCY int32
KILLS_TREE int16
WEATHER_STATUS enum(Active,Transitioning_In,Fully_Transitioned_In,Transitioning_Out,Fully_Transitioned_Out,Transitioning)
WEATHER_BLEND_ALPHA float
IS_FULL_MOON boolean

Blueprint_#_Rewards_ID <uint16>: Applies to FLAG_BOOL, FLAG_SHORT, QUEST type.

Blueprint_#_Rewards_Allow_Unset <flag>: Applies to FLAG_BOOL, FLAG_SHORT types.

Blueprint_#_Rewards_Status <enum>: NONE, ACTIVE, READY, COMPLETED. N/A

Blueprint_#_Rewards_Ignore_NPC <boolean>: Applies to QUEST type.

Blueprint_#_Rewards_Amount <uint16>: Applies to ITEM type.

Blueprint_#_Rewards_Zombie <enum: NONE>: NONE, NORMAL, MEGA, CRAWLER, SPRINTER, FLANKER_FRIENDLY, FLANKER_STALK, BURNER, ACID, BOSS_ELECTRIC, BOSS_WIND, BOSS_FIRE, BOSS_ALL, BOSS_MAGMA, SPIRIT, BOSS_SPIRIT, BOSS_NUCLEAR, DL_RED_VOLATILE, DL_BLUE_VOLATILE, BOSS_ELVER_STOMPER, BOSS_KUWAIT. Applies to KILLS_ZOMBIE type.

Blueprint_#_Rewards_Spawn_Quantity <int32>: Applies to KILLS_ZOMBIE type.

Blueprint_#_Rewards_Nav <uint8>: Applies to KILLS_ZOMBIE, KILLS_HORDE type.

Blueprint_#_Rewards_Radius <float: 512>: Applies to KILLS_ZOMBIE type.

Blueprint_#_Rewards_MinRadius <float>: Applies to KILLS_ZOMBIE type.

Blueprint_#_Rewards_Spawn <flag>: Applies to KILLS_ZOMBIE type.

Blueprint_#_Rewards_Animal <uint16>: Applies to KILLS_ANIMAL type.

Blueprint_#_Rewards_A_ID <uint16>: Applies to COMPARE_FLAGS type.

Blueprint_#_Rewards_B_ID <uint16>: Applies to COMPARE_FLAGS type.

Blueprint_#_Rewards_Allow_A_Unset <flag>: Applies to COMPARE_FLAGS type.

Blueprint_#_Rewards_Allow_B_Unset <flag>: Applies to COMPARE_FLAGS type.

Blueprint_#_Rewards_Second <int32>: Applies to TIME_OF_DAY type.

Blueprint_#_Rewards_Object <guid>: Applies to KILLS_OBJECT type.

Blueprint_#_Rewards_Tree <guid>: Applies to KILLS_TREE type.

Blueprint_#_Rewards_GUID <assetReference>: Applies to CURRENCY, WEATHER_STATUS, WEATHER_BLEND_ALPHA types. For CURRENCY it should be an ItemCurrencyAsset. For WEATHER_STATUS and WEATHER_BLEND_ALPHA it should be a WeatherAssetBase.

Blueprint_#_Reward_#_Type <enum>: NONE, EXPERIENCE, REPUTATION, FLAG_BOOL, FLAG_SHORT, FLAG_SHORT_RANDOM, QUEST, ITEM, ITEM_RANDOM, ACHIEVEMENT, VEHICLE, TELEPORT, EVENT, FLAG_MATH, CURRENCY, HINT, PLAYER_SPAWNPOINT. N/A

Blueprint_#_Reward_#_Value <generic>:

Type datatype
EXPERIENCE uint32
REPUTATION int32
FLAG_BOOL boolean
FLAG_SHORT int16
Currency uint32

Blueprint_#_Reward_#_ID <generic>: May contain a uint16 or GUID. For ACHIEVEMENT, this is a string instead.

Blueprint_#_Reward_#_Min_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Blueprint_#_Reward_#_Max_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Blueprint_#_Reward_#_Modification <enum>: NONE, ASSIGN, INCREMENT, DECREMENT. Applies to FLAG_SHORT and FLAG_SHORT_RANDOM types.

Blueprint_#_Reward_#_Auto_Equip <boolean>: Applies to ITEM and ITEM_RANDOM types.

Blueprint_#_Reward_#_Amount <uint8: 0>: Applies to ITEM and ITEM_RANDOM types.

Blueprint_#_Reward_#_Sight <uint16: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Tactical <uint16: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Grip <uint16: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Barrel <uint16: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Magazine <uint16: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Ammo <uint8: 0>: Applies to ITEM type.

Blueprint_#_Reward_#_Spawnpoint <string>: For VEHICLE, where they should spawn. For TELEPORT, where the player will be teleported to.

Blueprint_#_Reward_#_A_ID <uint16>: Applies to FLAG_MATH type.

Blueprint_#_Reward_#_B_ID <uint16>: Applies to FLAG_MATH type.

Blueprint_#_Reward_#_B_Value <int16>: Applies to FLAG_MATH type.

Blueprint_#_Reward_#_Operation <enum>: NONE, ASSIGN, ADDITION, SUBTRACTION, MULTIPLICATION, DIVISION, MODULO. Applies to FLAG_MATH type.

Blueprint_#_Reward_#_GUID <assetReference>: Applies to CURRENCY type.

Blueprint_#_Reward_#_Text <string>: Applies to HINT type.

Blueprint_#_Reward_#_Duration <float: 2>: Applies to HINT type.

Action_#_Type <enum>: BLUEPRINT. N/A

Action_#_Blueprints <uint8>: N/A

Action_#_Blueprint_#_index <uint8>: N/A

Action_#_Blueprint_#_Link <flag>: N/A

Action_#_key <string>: N/A

Action_#_Text <string>: N/A

Action_#_Tooltip <string: _Text>: N/A

Action_#_Source <uint16>: N/A

Bypass_Hash_Verification <flag>: N/A

Override_Show_Quality <flag>: N/A

Should_Drop_On_Death <boolean: true>: Defaults to true.

Allow_Manual_Drop <boolean: true>: Defaults to true.

Should_Delete_At_Zero_Quality <boolean>: Applicable to usable items, and defaults to false.


ItemArrestEnd


ItemArrestStart


Barricade

Has_Clip_Prefab <flag>: N/A

PlacementPreviewPrefab <masterBundleReference>: Should reference a GameObject.

Health <uint16>: N/A

Range <float>: Maximum distance away from the player at which the barricade can be placed.

Radius <float>: N/A

Offset <float>: Vertical offset from the point the player is looking when placed.

Explosion <uint16>: ID of the effect to play when destroyed.

Can_Be_Damaged <boolean>: N/A

Eligible_For_Pooling <boolean>: N/A

Locked <flag>: Specified if Usability/interactivity access should be restricted to the owner.

Vulnerable <flag>: Specified if the barricade can be destroyed by low-power weaponry.

Bypass_Claim <flag>: N/A

Allow_Placement_On_Vehicle <boolean>: Defaults to false for beds and robotic turrets.

Unrepairable <flag>: Cannot be repaired.

Proof_Explosion <flag>: Specified if the barricade should be immune to explosive damage.

Unpickupable <flag>: If specified, Cannot be salvaged.

Bypass_Pickup_Ownership <boolean>: N/A

Allow_Placement_Inside_Clip_Volumes <boolean>: N/A

Unsalvageable <flag>: If damaged, salvaging will not yield partial ingredients.

Salvage_Duration_Multiplier <float>: Multiplies salvage duration by given amount.

Unsaveable <flag>: Cannot be saved by the game.

Allow_Collision_While_Animating <boolean>: Allows animated interactables (e.g., doors) to perform collision movement upon players.

Use_Water_Height_Transparent_Sort <flag>: N/A

Armor_Tier <enum>: LOW, HIGH. Set to HIGH if the name contains "Metal".


Beacon

Wave <uint16>: Number of zombies that must be killed.

Rewards <uint8>: Number of rewards spawned.

Reward_ID <uint16>: Spawn table ID for rewards.

Enable_Participant_Scaling <boolean: true>: N/A


Explosive Charge

Range2 <float>: Radius of explosive damage in meters.

Player_Damage <float>: N/A

Zombie_Damage <float>: N/A

Animal_Damage <float>: N/A

Barricade_Damage <float>: N/A

Structure_Damage <float>: N/A

Vehicle_Damage <float>: N/A

Resource_Damage <float>: N/A

Object_Damage <float: Resource_Damage>: N/A

Explosion_Launch_Speed <float: Player_Damage * 0.1>: N/A

Explosion2 <uint16>: ID of explosion effect.


Plants & Growables

Growth <uint32>: Number of seconds required to fully grow.

Grow <uint16>: ID of the item generated when harvesting a fully grown plant.

Grow_SpawnTable <GUID>: N/A

Ignore_Soil_Restrictions <flag>: N/A

Allow_Fertilizer <boolean: true>: N/A

Harvest_Reward_Experience <uint32: 1>: N/A


Generator

Capacity <uint16>: Internal fuel tank capacity.

Wirerange <float>: Spherical radius in meters within which is considered powered. Maximum range of 256.

Burn <float>: Number of seconds taken to burn one unit of fuel.


Library

Capacity <uint32>: Maximum capacity of stored experience.

Tax <uint8>: Percent tax on deposits.


Oil Pump

Fuel_Capacity <uint16>: Fuel unit capacity.


Storage

Storage_X <uint8>: Horizontal storage size.

Storage_Y <uint8>: Vertical storage size.

Display <flag>: Should the stored item be visible.

Should_Close_When_Outside_Range <boolean>: Defaults to false. Only applicable to interactive barricades that generate a UI element, such as item storages and signs.


Sentry

Mode <enum>: NEUTRAL, FRIENDLY, HOSTILE. N/A

Requires_Power <boolean>: N/A

Infinite_Ammo <boolean>: N/A

Infinite_Quality <boolean>: Weapon quality never depletes.

Detection_Radius <float: 48>: N/A

Target_Loss_Radius <float: Detection_Radius * 1.2>: N/A

Target_Acquired_Effect <guid>: N/A

Target_Lost_Effect <guid>: N/A


ItemTankAsset

Source <enum>: NONE, WATER, FUEL. N/A

Resource <uint16>: Numerical maximum capacity of liquid units that can be stored. Water units are measured in potential drinking uses.


ItemTrapAsset

Range2 <float>: Radius of explosive damage in meters.

Player_Damage <float>: N/A

Zombie_Damage <float>: N/A

Animal_Damage <float>: N/A

Barricade_Damage <float>: N/A

Structure_Damage <float>: N/A

Vehicle_Damage <float>: N/A

Resource_Damage <float>: N/A

Object_Damage <float: Resource_Damage>: N/A

Trap_Setup_Delay <float: 0.25>: N/A

Trap_Cooldown <float>: N/A

Explosion_Launch_Speed <float: Player_Damage * 0.1>: N/A

Explosion2 <uint16>: ID of explosion effect.

Broken <flag>: N/A

Explosive <flag>: N/A

Damage_Tires <flag>: N/A


Box

Generate <int32>: N/A

Destroy <int32>: N/A

Drops <int32>: The number of Drop_# that will be specified.

Drop_# <int32>: N/A

Item_Origin <enum>: Unbox, Unwrap. N/A

Probability_Model <enum>: Original, Equalized. N/A

Contains_Bonus_Items <boolean>: N/A


Caliber

Calibers <uint8>: The number of calibers applicable.

Caliber_# <uint16>: ID of an applicable caliber.

Recoil_X <float: 1>: N/A

Recoil_Y <float: 1>: N/A

Aiming_Recoil_Multiplier <float: 1>: N/A

Spread <float: 1>: Decimal amount to multiply spread by.

Sway <float: 1>: N/A

Shake <float: 1>: Decimal amount to multiply physical recoil by.

Damage <float: 1>: Decimal amount to multiply damage by.

Firerate <uint8>: N/A

Ballistic_Damage_Multiplier <float: Damage>: N/A

Paintable <flag>: Specified if skins can retexture the attachment.

Bipod <flag>: Specified if effects only take place when prone.


Barrel

Braked <flag>: Specified if a muzzle flash is hidden.

Silenced <flag>: Specified if alerts are not generated.

Volume <float: 1>: Amount to multiply gunfire sound volume.

Durability <uint8>: N/A

Ballistic_Drop <float: 1>: N/A

Gunshot_Rolloff_Distance_Multiplier <float: 1 (standard), 0.5 (suppressed)>: N/A


Grip


Magazine

Pellets <uint8>: Number of bullet rays shot.

Stuck <uint8>: Amount of quality to lose when hit. Fired projectiles can be picked back up until quality reaches 0.

Projectile_Damage_Multiplier <float: 1>: Multiplier on the damage dealt by projectile weapons.

Projectile_Blast_Radius_Multiplier <float: 1>: Multiplier on the blast radius of projectiles fired from projectile weapons.

Projectile_Launch_Force_Multiplier <float: 1>: Multiplier on the launch force applied to projectiles fired from projectile weapons.

Range <float>: N/A

Player_Damage <float>: N/A

Zombie_Damage <float>: N/A

Animal_Damage <float>: N/A

Barricade_Damage <float>: N/A

Structure_Damage <float>: N/A

Vehicle_Damage <float>: N/A

Resource_Damage <float>: N/A

Object_Damage <float: Resource_Damage>: N/A

Explosion_Launch_Speed <float: Player_Damage * 0.1>: N/A

Explosion <uint16>: Explosion effect ID.

Tracer <uint16>: Tracer effect ID.

Impact <uint16>: Impact effect ID.

Speed <float>: Multiplier on reload speed.

Explosive <flag>: N/A

Spawn_Explosion_On_Dedicated_Server <flag>: N/A

Delete_Empty <flag>: Specified if the magazine should be deleted when depleted.

Should_Fill_After_Detach <boolean>: Specified if ammunition is fully refilled when reloaded, effectively allowing for infinite ammunition only limited by reload time.


Sights

Vision <enum>: NONE, MILITARY, CIVILIAN. Type of night vision device. MILITARY does not impose any limits on colors. Civilian clamps all colors to whatever the R values is. Setting HEADLAMP will result in having in a vison type of NONE.

Nightvision_Color <RGB: 102, 102, 102 (CIVILIAN), 20, 120, 80 (MILITARY)>: This key is entered as 3 seperate keys, Nightvision_Color_R, Nightvision_Color_G, and Nightvision_Color_B. Each is a uint8.

Nightvision_Fog_Intensity <float: 0.5(CIVILIAN), 0.25(MILITARY)>: N/A

Zoom <float>: Sight zoom amount. Minimum of 1.

Holographic <flag>: Use the holographic sight effect.


Tactical

Laser <flag>: Specified if the tactical has a toggleable laser.

Light <flag>: Specified if the tactical has a toggleable light.

Rangefinder <flag>: Specified if the tactical has a rangefinder

Melee <flag>: Specified if the tactical can perform a melee attack.

SpotLight_Range <float: 64>: N/A

SpotLight_Angle <float: 90>: N/A

SpotLight_Intensity <float: 1.3>: N/A

Spotlight_Color <RGB: 245, 223, 147>: N/A


Clothing

Armor <float: 1>: Incoming damage is multiplied by this value. i.e. .50 would half incoming damage.

Armor_Explosion <float: Armor>: Incoming explosive damage is multiplied by the given value.

Proof_Water <flag>: N/A

Proof_Fire <flag>: N/A

Proof_Radation <flag>: N/A

Movement_Speed_Multiplier <float: 1>: N/A

Visible_On_Ragdoll <boolean: true>: N/A

Hair_Visible <boolean: true>: Specifies if the players hair should be visible when worn.

Beard_Visible <boolean: true>: Specifies if the players beard should be visible when worn.

Mirror_Left_Handed_Model <boolean: true>: Specifies if the should the mesh be mirrored for left handed player models.

WearAudio <masterBundleReference>: Uses Sounds/Zipper.mp3 (if the clothing is a backpack or vest), or Sounds/Sleeve.mp3 (all others).


Bag

width <uint8>: N/A

height <uint8>: N/A


Backpack

Pants

Shirt

Has_1P_Character_Mesh_Override <boolean: false>: N/A

Character_Mesh_3P_Override_LODs <uint16>: Number of LODs.

Has_Character_Material_Override <boolean: false>: N/A

Ignore_Hand <flag>: N/A


Vest

Gear

Hair <flag>: Specified if hair shows up when wearing.

Beard <flag>: Specified if beard shows up when wearing.

Hair_Override <string>: Specified if hair material should be used. Only applicable to hats, masks, and glasses.


Glasses

Vision <enum>: NONE, MILITARY, CIVILIAN, HEADLAMP. Type of night vision device. MILITARY does not impose any limits on colors. Civilian clamps all colors to whatever the R values is. HEADLAMP allows you to set spotlight options.

Nightvision_Color <RGB: 102, 102, 102 (CIVILIAN), 20, 120, 80 (MILITARY)>: This key is entered as 3 seperate keys, Nightvision_Color_R, Nightvision_Color_G, and Nightvision_Color_B. Each is a uint8.

Nightvision_Fog_Intensity <float: 0.5(CIVILIAN), 0.25(MILITARY)>: N/A

Blindfold <flag>: If set, the item will blindfold the player when worn.


ItemHatAsset

Mask

Earpiece <flag>: N/A


Parachute

Gravity <float>: Decimal multiplier on the influence of gravity.


Detonator


Filter


Fishing Poles

Reward_ID <uint16>: ID of the spawn table to pull catchable items from.


Fuel Canister

Fuel <uint16>: Number of fuel units added to target.


ItemGrowerAsset


ItemKeyAsset

Exchange_With_Target_Item <flag>: N/A


Mapping Equipment

Enables_Compass <flag>: Specified if this item should enable the player's compass display.

Enables_Chart <flag>: Specified if this item should enable the player's chart display.

Enables_Map <flag>: Specified if this item should enable the player's satellite map display.


ItemOpticAsset

Zoom <float>: Sight zoom amount. Minimum of 1.


ItemRefillAsset

Water <float>: Used as the default value of Clean_Water.

Clean_Health <float>: N/A

Salty_Health <float: Clean_Health * 0.25>: N/A

Dirty_Health <float: Clean_Health * 0.6>: N/A

Clean_Food <float>: N/A

Salty_Food <float: Clean_Food * 0.25>: N/A

Dirty_Food <float: Clean_Food * 0.6>: N/A

Clean_Water <float>: N/A

Salty_Water <float: Clean_Water * 0.25>: N/A

Dirty_Water <float: Clean_Water * 0.6>: N/A

Clean_Virus <float>: N/A

Salty_Virus <float: Clean_Water * -0.75>: N/A

Dirty_Virus <float: Clean_Water * -0.399999976>: N/A

Clean_Stamina <float>: N/A

Salty_Stamina <float: Clean_Stamina * 0.25>: N/A

Dirty_Stamina <float: Clean_Stamina * 0.6>: N/A

Clean_Oxygen <float>: N/A

Salty_Oxygen <float: Clean_Oxygen * 0.25>: N/A

Dirty_Oxygen <float: Clean_Oxygen * 0.6>: N/A


Structure

Has_Clip_Prefab <boolean>: N/A

Construct <enum>: FLOOR, WALL, RAMPART, ROOF, PILLAR, POST, FLOOR_POLY, ROOF_POLY. N/A

Health <uint16>: N/A

Range <float>: N/A

Explosion <uint16>: N/A

Can_Be_Damaged <boolean: true>: N/A

Eligible_For_Pooling <boolean: true>: N/A

Requires_Pillars <boolean: true>: N/A

Vulnerable <flag>: N/A

Unrepairable <flag>: N/A

Proof_Explosion <flag>: N/A

Unpickupable <flag>: N/A

Unsalvageable <flag>: N/A

Salvage_Duration_Multiplier <float: 1>: N/A

Unsaveable <flag>: N/A

Armor_Tier <enum: LOW>: LOW, HIGH. Defaults to high if the name contains Metal or Brick.

Foliage_Cut_Radius <float: 6>: Radius, in meters, in which foliage is removed from around the structure. Only applicable to floor structure types.


ItemSupplyAsset


Tool


ItemVehicleRepairToolAsset


ItemTireAsset

Mode <enum>: ADD, REMOVE. Settting ADD will allow use in a safezone. Setting REMOVE will cause friendly sentry turrets to target the user.


Weapon

BladeIDs <int32>: N/A

BladeID_# <uint8>: N/A

BladeID <uint8>: N/A

Range <float>: N/A

Player_Damage <float>: N/A

Player_Leg_Multiplier <float>: The multiplier of player_damage against player legs.

Player_Arm_Multiplier <float>: The multiplier of player_damage against player arms.

Player_Spine_Multiplier <float>: The multiplier of player_damage against player torso.

Player_Skull_Multiplier <float>: The multiplier of player_damage against player head.

Player_Damage_Bleeding <enum>: Default, Always, Never, Heal. N/A

Player_Damage_Bones <enum>: None, Always, Heal. N/A

Player_Damage_Food <float>: Damage dealt to a player's food.

Player_Damage_Water <float>: Damage dealt to a player's water.

Player_Damage_Virus <float>: Damage dealt to a player's immunity.

Player_Damage_Hallucination <float>: Length of hallucinations inflicted upon a player.

Zombie_Damage <float>: N/A

Zombie_Leg_Multiplier <float>: The multiplier of zombie_damage against zombie legs.

Zombie_Arm_Multiplier <float>: The multiplier of zombie_damage against zombie arms.

Zombie_Spine_Multiplier <float>: The multiplier of zombie_damage against zombie torso.

Zombie_Skull_Multiplier <float>: The multiplier of zombie_damage against zombie head.

Animal_Damage <float>: N/A

Animal_Leg_Multiplier <float>: The multiplier of animal_damage against animal limbs.

Animal_Spine_Multiplier <float>: The multiplier of animal_damage against animal torso.

Animal_Skull_Multiplier <float>: The multiplier of animal_damage against animal head.

Barricade_Damage <float>: N/A

Structure_Damage <float>: N/A

Vehicle_Damage <float>: N/A

Resource_Damage <float>: N/A

Object_Damage <float>: N/A

Durability <float>: N/A

Wear <uint8>: Min of 1. Increment to degrade quality by. Only applicable to items where durability represents a decimal probability chance of quality loss.

Invulnerable <flag>: Specified if damage ignores structures, barricades, and vehicles that are considered invulnerable to low-power weaponry. Not applicable to explosive damage, which always ignores invulnerability.

Allow_Flesh_Fx <boolean>: N/A

Stun_Zombie_Always <flag>: N/A

Stun_Zombie_Never <flag>: N/A

Bypass_Allowed_To_Damage_Player <boolean>: N/A


Consumeable

Health <uint8>: N/A

Food <uint8>: The number of food to restore.

Water <uint8>: N/A

Virus <uint8>: The number of immunity to deplete.

Disinfectant <uint8>: The number of immunity to restore.

Energy <uint8>: The number of energy to restore.

Vision <uint8>: N/A

Oxygen <int8>: The number of oxygen to restore or deplete.

Warmth <uint32>: N/A

Experience <int32>: N/A

Bleeding <flag>: Specified if bleeding is healed. Deprecated in favor of Bleeding_Modifier.

Bleeding_Modifier <enum>: None, Heal, Cut. N/A

Broken <flag>: N/A

Bones_Modifier <enum>: None, Heal, Break. N/A

Aid <flag>: Specified if the item can be used on other players via right-click.

Should_Delete_After_Use <boolean: true>: Defaults to true.

Quest_Rewards <uint8>: N/A

Quest_Reward_# <{{ no such element: dict object['dataType'] }}>: N/A

Quest_Reward_#_Type <enum>: NONE, EXPERIENCE, REPUTATION, FLAG_BOOL, FLAG_SHORT, FLAG_SHORT_RANDOM, QUEST, ITEM, ITEM_RANDOM, ACHIEVEMENT, VEHICLE, TELEPORT, EVENT, FLAG_MATH, CURRENCY, HINT, PLAYER_SPAWNPOINT. N/A

Quest_Reward_#_Value <generic>:

Type datatype
EXPERIENCE uint32
REPUTATION int32
FLAG_BOOL boolean
FLAG_SHORT int16
Currency uint32

Quest_Reward_#_ID <generic>: May contain a uint16 or GUID. For ACHIEVEMENT, this is a string instead.

Quest_Reward_#_Min_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Quest_Reward_#_Max_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Quest_Reward_#_Modification <enum>: NONE, ASSIGN, INCREMENT, DECREMENT. Applies to FLAG_SHORT and FLAG_SHORT_RANDOM types.

Quest_Reward_#_Auto_Equip <boolean>: Applies to ITEM and ITEM_RANDOM types.

Quest_Reward_#_Amount <uint8: 0>: Applies to ITEM and ITEM_RANDOM types.

Quest_Reward_#_Sight <uint16: 0>: Applies to ITEM type.

Quest_Reward_#_Tactical <uint16: 0>: Applies to ITEM type.

Quest_Reward_#_Grip <uint16: 0>: Applies to ITEM type.

Quest_Reward_#_Barrel <uint16: 0>: Applies to ITEM type.

Quest_Reward_#_Magazine <uint16: 0>: Applies to ITEM type.

Quest_Reward_#_Ammo <uint8: 0>: Applies to ITEM type.

Quest_Reward_#_Spawnpoint <string>: For VEHICLE, where they should spawn. For TELEPORT, where the player will be teleported to.

Quest_Reward_#_A_ID <uint16>: Applies to FLAG_MATH type.

Quest_Reward_#_B_ID <uint16>: Applies to FLAG_MATH type.

Quest_Reward_#_B_Value <int16>: Applies to FLAG_MATH type.

Quest_Reward_#_Operation <enum>: NONE, ASSIGN, ADDITION, SUBTRACTION, MULTIPLICATION, DIVISION, MODULO. Applies to FLAG_MATH type.

Quest_Reward_#_GUID <assetReference>: Applies to CURRENCY type.

Quest_Reward_#_Text <string>: Applies to HINT type.

Quest_Reward_#_Duration <float: 2>: Applies to HINT type.

Item_Reward_Spawn_ID <uint16>: ID of an item generated upon usage of the consumable.

Min_Item_Rewards <int32>: Minimum possible amount of items rewarded.

Max_Item_Rewards <int32>: Maximum possible amount of item rewarded.

Explosion <uint16>: N/A


Food

Medical

Water

Gun

Ammo_Min <uint8>: The minimum amount of ammo to generate.

Ammo_Max <uint8>: The maximum amount of ammo to generate.

Sight <uint16>: The sight item ID to spawn attached.

Tactical <uint16>: The tactical item ID to spawn attached.

Grip <uint16>: The grip item ID to spawn attached.

Barrel <uint16>: The barrel item ID to spawn attached.

Magazine <uint16>: The magazine item ID to spawn attached.

Magazine_Replacements <int32>: Number of unique conditions with alternative default magazine attachments.

Magazine_Replacement_#_ID <uint16>: N/A

Magazine_Replacement_#_Map <string>: N/A

Unplace <float>: Multiplier of the reload animation length before the magazine is despawned.

Replace <float>: Multiplier of the reload animation length before the magazine is respawned.

Hook_Sight <flag>: Specified if a sight can be manually attached.

Hook_Tactical <flag>: Specified if a tactical can be manually attached.

Hook_Grip <fkag>: Specified if a grip can be manually attached.

Hook_Barrel <flag>: Specified if a barrel can be manually attached.

Magazine_Calibers <int32>: Number of unique magazine calibers.

Magazine_Caliber_# <uint16>: ID of applicable caliber for magazine attachments.

Attachment_Calibers <int32>: Number of unique attachment calibers.

Attachment_Caliber_# <uint16>: ID of applicable caliber for hook attachments.

Caliber <uint16>: The caliber ID to check for attachment compatibility.

Firerate <uint8>: N/A

Action <enum>: Trigger, Bolt, Pump, Rail, String, Break, Rocket, Minigun. Rocket action has inherently explosive projectiles, uses ballistic force instead of alternative advanced ballistics options, and has infinite firing range.

Delete_Empty_Magazines <flag>: Specified if the attached magazine should be deleted when depleted. Deprecated in favor of Should_Delete_Empty_Magazines.

Should_Delete_Empty_Magazines <boolean: true if Pump, Rail, String, Rocket, Break>: No applicable default flag. If set to true, it will override how empty magazines are handled by the action item mode.

Requires_NonZero_Attachment_Caliber <boolean>: N/A

Bursts <int32>: Number of shots fired in a burst. Specified if burst firing mode can be swapped to.

Safety <flag>: Specified if the safety firing mode can be swapped to.

Semi <flag>: Specified if semi-automatic firing mode can be swapped to.

Auto <flag>: Specified if automatic firing mode can be swapped to.

Turret <flag>: Specified if the weapon should be treated as a vehicular turret.

Spread_Aim <float>: The spread multiplier when aiming down sights. This is multiplied by the spread_hip value.

Spread_Hip <float>: The spread multiplier when not aiming down sights.

Spread_Sprint <1.25>: N/A

Spread_Crouch <0.85>: N/A

Spread_Prone <0.7>: N/A

Recoil_Aim <float>: default of 1 if not present.

Recoil_Min_X <float>: The minimum horizontal look recoil in degrees.

Recoil_Min_Y <float>: The minimum vertical look recoil in degrees.

Recoil_Max_X <float>: The maximum horizontal look recoil in degrees.

Recoil_Max_Y <float>: The maximum vertical look recoil in degrees.

Aiming_Recoil_Multiplier <float: 1>: N/A

Recover_X <float>: Multiplier on degrees to be counter-animated horizontally over the next 250 milliseconds.

Recover_Y <float>: N/A

Recoil_Sprint <float: 1.25>: N/A

Recoil_Crouch <float: 0.85>: N/A

Recoil_Prone <float: 0.7>: N/A

Shake_Min_X <float>: The minimum X axis physical recoil.

Shake_Min_Y <float>: The minimum Y axis physical recoil.

Shake_Min_Z <float>: The minimum Z axis physical recoil.

Shake_Max_X <float>: The maximum X axis physical recoil.

Shake_Max_Y <float>: The maximum Y axis physical recoil.

Shake_Max_Z <float>: The maximum Z axis physical recoil.

Ballistic_Steps <uint8>: Defaults to (range / 10).

Ballistic_Travel <float>: Defaults to 10.

Ballistic_Drop <float>: default of 1 / 500 if not specified.

Ballistic_Force <float>: default of 1 / 500 if not specified.

Damage_Falloff_Range <float: 1>: N/A

Damage_Falloff_Multiplier <float: 1>: N/A

Projectile_Lifespan <float: 30>: N/A

Projectile_Penetrate_Buildables <flag>: N/A

Projectile_Explosion_Launch_Speed <float: Player_Damage * 0.1>: N/A

Reload_Time <float>: Multiplier on reload animation length.

Hammer_Timer <float>: N/A

Muzzle <uint16>: The muzzle effect ID to play when shooting.

Explosion <uint16>: N/A

Shell <uint16>: The shell effect ID to play after shooting.

Alert_Radius <float>: 48 if not specified

Range_Rangefinder <float>: N/A

Range <float>: N/A

Instakill_Headshots <boolean>: Defaults to false. If true, headshots bypass hat armor on servers with Allow_Instakill_Headshots enabled.

Infinite_Ammo <boolean>: N/A

Ammo_Per_Shot <uint8: 1>: Numeric option for ammunition consumed per shot.

Fire_Delay_Seconds <float>: Fire_Delay_Seconds / 50 rounded to nearest integer

Allow_Magazine_Change <boolean: true>: Defaults to true. If false, the magazine in the weapon cannot be reloaded, unloaded, or replaced.

Can_Aim_During_Sprint <boolean>: Specified if the player can sprint while aiming down sights.

Aiming_Movement_Speed_Multiplier <float: 1 (Can_Aim_During_Sprint is true), or 0.75 (Can_Aim_During_Sprint is false)>: N/A

Can_Ever_Jam <flag>: Specified if the weapon can jam.

Jam_Quality_Threshold <float: 0.4>: Decimal representative of the quality percentage threshold for jamming can begin to occur.

Jam_Max_Chance <float: 0.1>: Decimal-to-percent chance for jamming to occur.

Unjam_Chamber_Anim <string: UnjamChamber>: Name of the animation clip to play for unjamming. Defaults to UnjamChamber.

Gunshot_Rolloff_Distance <float: 16 (string), 64 (rocket), 512 (everything else)>: N/A

Shoot_Quest_Reward_# <int32>: The amount of npc quest reward types provided.

Shoot_Quest_Reward_#_Type <enum>: NONE, EXPERIENCE, REPUTATION, FLAG_BOOL, FLAG_SHORT, FLAG_SHORT_RANDOM, QUEST, ITEM, ITEM_RANDOM, ACHIEVEMENT, VEHICLE, TELEPORT, EVENT, FLAG_MATH, CURRENCY, HINT, PLAYER_SPAWNPOINT. N/A

Shoot_Quest_Reward_#_Value <generic>:

Type datatype
EXPERIENCE uint32
REPUTATION int32
FLAG_BOOL boolean
FLAG_SHORT int16
Currency uint32

Shoot_Quest_Reward_#_ID <generic>: May contain a uint16 or GUID. For ACHIEVEMENT, this is a string instead.

Shoot_Quest_Reward_#_Min_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Shoot_Quest_Reward_#_Max_Value <int16>: Applies to FLAG_SHORT_RANDOM type.

Shoot_Quest_Reward_#_Modification <enum>: NONE, ASSIGN, INCREMENT, DECREMENT. Applies to FLAG_SHORT and FLAG_SHORT_RANDOM types.

Shoot_Quest_Reward_#_Auto_Equip <boolean>: Applies to ITEM and ITEM_RANDOM types.

Shoot_Quest_Reward_#_Amount <uint8: 0>: Applies to ITEM and ITEM_RANDOM types.

Shoot_Quest_Reward_#_Sight <uint16: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Tactical <uint16: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Grip <uint16: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Barrel <uint16: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Magazine <uint16: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Ammo <uint8: 0>: Applies to ITEM type.

Shoot_Quest_Reward_#_Spawnpoint <string>: For VEHICLE, where they should spawn. For TELEPORT, where the player will be teleported to.

Shoot_Quest_Reward_#_A_ID <uint16>: Applies to FLAG_MATH type.

Shoot_Quest_Reward_#_B_ID <uint16>: Applies to FLAG_MATH type.

Shoot_Quest_Reward_#_B_Value <int16>: Applies to FLAG_MATH type.

Shoot_Quest_Reward_#_Operation <enum>: NONE, ASSIGN, ADDITION, SUBTRACTION, MULTIPLICATION, DIVISION, MODULO. Applies to FLAG_MATH type.

Shoot_Quest_Reward_#_GUID <assetReference>: Applies to CURRENCY type.

Shoot_Quest_Reward_#_Text <string>: Applies to HINT type.

Shoot_Quest_Reward_#_Duration <float: 2>: Applies to HINT type.


Melee

Strength <float>: Amount of effort required to break free.

Weak <float>: If below 0.01, the value is set to 0.5

Strong <float>: If below 0.01, the value is set to 0.33

Stamina <uint8>: N/A

Repair <flag>: N/A

Repeated <flag>: N/A

Light <flag>: N/A

SpotLight_Range <float: 64>: N/A

SpotLight_Angle <float: 90>: N/A

SpotLight_Intensity <float: 1.3>: N/A

Spotlight_Color <RGB: 245, 223, 147>: N/A

Alert_Radius <float>: Defaults to 8 if not specified.

ImpactAudioDef <masterBundleReference>: N/A


Throwable

Explosion <uint16>: N/A

Explosive <flag>: N/A

Flash <flag>: N/A

Sticky <flag>: Specified if the projectile sticks to objects upon impact.

Explode_On_Impact <flag>: Specified if the projectile immediately explodes upon impact.

Fuse_Length <float>: Defaults to 2.5 if not specified and is Explosive or Flash, and 180 otherwise.

Explosion_Launch_Speed <float: Player_Damage * 0.1>: N/A

Strong_Throw_Force <float: 1100>: N/A

Weak_Throw_Force <float: 600>: N/A

Boost_Throw_Force_Multiplier <float: 1.4>: N/A