Dragonfang Gun Reference
The Dragonfang is a machine gun asset in Unturned, defined by item ID 132 and GUID ef50b4155ded471284377c2b199d0409. It sits in the Primary weapon slot with Epic rarity. The in-game description reads: American machine gun chambered in Dragonfang ammunition. This article documents every field in the Dragonfang asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.
An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.
The Dragonfang was originally added to Unturned as a high-tier machine gun. Its defining characteristics are a very low Firerate value, a large default magazine, and the Auto flag that gives it continuous-fire capability. These three properties together make it a volume-of-fire weapon: it delivers many bullets in a short span, at the cost of modest per-bullet damage and a wide spread compared to precision rifles.
Reading the asset: what each field controls
When you open the Dragonfang asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.
Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.
Ballistics
| Field | Value |
|---|---|
| Range | 175 |
| Firerate | 4 |
| Action | Trigger |
| Caliber | 12 |
| Muzzle | 3 |
| Magazine | 133 |
| Ammo_Min | 30 |
| Ammo_Max | 150 |
Range sets how far the weapon can hit a target. A value of 175 means the Dragonfang reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.
The Dragonfang's Range of 175 places it between the Hawkhound's 200 and the Grizzly's 300. This is a mid-range weapon. A modder who raises Range to 250 or higher changes the Dragonfang from a medium-range suppressive weapon into a long-range threat. Conversely, lowering Range to 100 turns it into a close-quarters weapon. The Range value is independent of damage falloff -- Unturned does not have damage drop-off over distance. A hit at 1 unit does the same damage as a hit at 174 units, provided both are within Range.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Dragonfang has Firerate 4, which is among the fastest values in the weapon roster. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 4 means 4 ticks elapse between shots.
The Dragonfang's Firerate of 4 is faster than the Heartbreaker's 7, faster than the Grizzly's 20, and much faster than the Hawkhound's 50. This is the fastest Firerate among the weapons documented in this reference series. A modder who lowers Firerate to 3 or 2 makes the weapon cycle even faster, pushing it toward the engine's practical minimum. A modder who raises Firerate to 10 or higher slows the weapon down toward assault-rifle territory.
Action is Trigger for the Dragonfang. This means the weapon fires one shot per trigger pull. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. Common Action values in Unturned include Trigger (semi-automatic and automatic weapons), Bolt (bolt-action rifles), Pump (pump-action shotguns), Break (break-action weapons), and String (bows and crossbows).
When Action is Trigger and the Auto flag is present, the engine enters the automatic-fire path. The weapon checks whether the fire button is held, and if it is, it fires a shot, waits for Firerate ticks, fires another shot, and repeats until the button is released or the magazine is empty. When Action is Trigger and Auto is absent but Semi is present, the weapon fires one shot per trigger pull and ignores whether the button is held.
Caliber of 12 maps the Dragonfang to ammunition ID 12. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals the weapon's Caliber field. The ammo item is the magazine or ammunition box in the player's inventory. When the player reloads, the engine searches the inventory for any item whose Caliber matches the weapon's Caliber. The first match found (typically the one with the most rounds remaining) is loaded.
If you change the Dragonfang's Caliber to a different value, you must also create an ammo item with that same Caliber value, or the weapon cannot be reloaded. You can also change the ammo item's Caliber to a new value and change the weapon's Caliber to match, creating a custom ammo type that only the custom weapon uses. The Caliber field is what makes ammunition exclusive to a weapon or shared across a weapon family.
Muzzle is 3. This is the attachment barrel tier. The attachment system in Unturned uses a tier-based compatibility model. Each barrel attachment has its own Muzzle tier value. A barrel can attach to a weapon if the barrel's Muzzle value is less than or equal to the weapon's Muzzle value. The Dragonfang's Muzzle of 3 means it accepts any barrel attachment with a Muzzle value of 3 or lower. A barrel rated 4 does not fit; a barrel rated 2 fits.
This tier model means higher Muzzle values on the weapon make it more permissive -- a Muzzle of 5 accepts nearly every barrel in the game, while a Muzzle of 1 accepts only the most basic suppressors and compensators. The Dragonfang's 3 is a middle-ground value. It accepts the standard military-grade barrel attachments but excludes the very highest tier.
Magazine is 133. This is the item ID of the default magazine or clip the Dragonfang ships with. When a player equips a fresh Dragonfang, the engine attaches item 133 as the ammo container automatically. The magazine item is an independent asset with its own Caliber, ammo count, and spawn table entries. It references the weapon by Caliber, not by item ID. This means a magazine with Caliber 12 works in any weapon with Caliber 12, not just the Dragonfang.
If you create a custom magazine, you set its Caliber to 12 to make it Dragonfang-compatible, or change both the weapon and the magazine to a new Caliber value. The Magazine field on the weapon asset is the default -- the weapon will always look for this item ID when first spawned. After that, any magazine with matching Caliber works.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item when it appears inside the gun or separately. Ammo_Min 30 and Ammo_Max 150 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 30 and 150 inclusive. This is a very wide range. At the low end, a player might find a Dragonfang magazine with only 30 rounds -- barely enough for a sustained firefight. At the high end, a 150-round magazine keeps the weapon fed for a very long time.
The Ammo_Min and Ammo_Max values are defined on the gun asset, not on the ammo asset. This means the same ammo item could have different min/max ranges when associated with different guns. In practice, the ammo item ID 133 is exclusive to the Dragonfang, so the range is effectively the Dragonfang's range. A modder who creates a custom weapon that uses ammo item 133 would inherit these min/max values unless they override them on the new gun.
Damage values per target type
The Dragonfang asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.
The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.
The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.
Each damage block also includes zone-specific multipliers. Not every multiplier is present for every target type. Animals do not have Arm hitboxes, so Animal_Arm_Multiplier does not exist. Zombies and players have all four zones. The multiplier names map to engine hitbox tags: Leg for the lower body, Arm for the upper limbs, Spine for the torso, and Skull for the head.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 17 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Against players, the Dragonfang does Player_Damage 17 before multipliers. This is the lowest player base damage among the four weapons in this reference series (Heartbreaker 40, Hawkhound 80, Grizzly 99). The low per-bullet damage is offset by the high Firerate of 4: the Dragonfang fires many bullets in the time it takes a bolt-action rifle to cycle once. The weapon's design philosophy is volume over individual punch.
The Skull multiplier is 1.1. A headshot multiplies 17 by 1.1. The Spine multiplier is 0.8, meaning a torso hit does 80% of the base. The Arm and Leg multipliers are both 0.6, meaning limb hits do 60% of the base.
The standard player multipliers (0.6 limbs, 0.8 torso, 1.1 head) appear on all four weapons in this reference series. This is the vanilla baseline. A modder can depart from it -- for example, setting Player_Skull_Multiplier to 2.0 to make headshots dramatically more punishing, or setting Player_Leg_Multiplier to 0.2 to make leg hits nearly irrelevant. The engine does not validate the multipliers; any positive float value is accepted.
To adjust player lethality for the Dragonfang, change Player_Damage directly. Raising it from 17 to 20 adds 3 points per bullet before multipliers. Over a full magazine of 150 rounds, a change of 3 base damage adds up to a large aggregate difference. To shift the importance of headshots without changing the base, adjust the individual multiplier fields.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 38 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Against zombies, the base is Zombie_Damage 38. This is more than double the player damage base of 17. The limb multipliers for zombies are lower than the player equivalents: 0.3 for both Leg and Arm, compared to 0.6 for players. The Spine multiplier is 0.6 and the Skull multiplier is 1.1.
The lower limb multipliers against zombies mean that a poorly-placed shot does very little damage. A leg hit against a zombie does only 30% of the base, compared to 60% against a player. The game design intent is to reward accuracy against zombies while being more forgiving against players.
The zombie damage multipliers are standard across these four weapons: all four use 0.3 for limbs, 0.6 for spine, and 1.1 for skull. This consistency suggests the zombie multiplier set is a design convention rather than a per-weapon tuning decision. A modder can change it, but the vanilla data treats zombie multipliers as a global standard.
The Dragonfang's Zombie_Damage of 38 is the lowest among the four weapons against zombies (Heartbreaker 99, Hawkhound 99, Grizzly 150). Combined with the high Firerate, the Dragonfang compensates for lower per-shot damage with a high rate of fire against zombies.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 17 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Against animals, Animal_Damage is 17, matching the player damage base exactly. The animal damage block has a notable structural difference from the player and zombie blocks: it does not include an Animal_Arm_Multiplier because animals in Unturned do not have Arm hitboxes. The animal hitbox set is Leg, Spine, and Skull only.
The Leg multiplier is 0.6, Spine is 0.8, and Skull is 1.1. These match the player multipliers. The pattern -- 0.6 for legs, 0.8 for spine, 1.1 for skull -- is the same for player and animal damage on the Dragonfang. Only the zombie block uses different limb multipliers (0.3).
The animal damage base being 17 (same as player) means the Dragonfang treats animals identically to players in terms of raw damage. The only difference is the absence of the Arm multiplier, which simplifies the animal damage table to three zones instead of four.
Computed damage per hit zone
The tables below show the damage result for each hit zone by multiplying the base damage by the zone multiplier. These numbers are pre-computed from the source values above; they are not additional fields in the asset file. They exist so you can read the expected damage outcome at a glance without mentally multiplying.
The formula for every cell in these tables is: Damage = Base_Damage * Zone_Multiplier. The engine performs this multiplication for every hit. The result is the amount subtracted from the target's health value. There is no rounding in the engine's damage math; the full floating-point value is applied.
These computed tables are useful for three tasks: verifying that a manual edit produced the expected outcomes, comparing weapons at a glance without scrolling between three separate damage blocks, and explaining to players what the numbers actually mean in terms they can see on their damage indicators.
Player damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 17) |
|---|---|---|
| Skull | 1.1 | 18.7 |
| Spine | 0.8 | 13.6 |
| Arm | 0.6 | 10.2 |
| Leg | 0.6 | 10.2 |
Zombie damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 38) |
|---|---|---|
| Skull | 1.1 | 41.8 |
| Spine | 0.6 | 22.8 |
| Arm | 0.3 | 11.4 |
| Leg | 0.3 | 11.4 |
Animal damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 17) |
|---|---|---|
| Skull | 1.1 | 18.7 |
| Spine | 0.8 | 13.6 |
| Leg | 0.6 | 10.2 |
The symmetry between the player and animal computed tables is clear: both use base 17, and the Skull, Spine, and Leg rows are identical. The only difference is that the animal table lacks an Arm row.
The zombie table uses a different base (38) and different limb multipliers (0.3 vs 0.6), producing different results. The Skull damage of 41.8 against zombies is higher than the Skull damage of 18.7 against players and animals. The limb damage of 11.4 against zombies is close to the limb damage of 10.2 against players, despite the lower multiplier -- the higher base compensates.
When you edit any source field, these computed values shift. If you change Player_Damage from 17 to 20, every row in the player table recalculates: Skull becomes 22.0, Spine becomes 16.0, Arm and Leg become 12.0. If you change Zombie_Skull_Multiplier from 1.1 to 1.5, the zombie skull damage changes from 41.8 to 57.0. The three tables are independent, so a change to one base or one multiplier set does not affect the other two tables.
Handling: recoil, spread, and shake
Handling fields control how the weapon feels when fired. They do not affect damage, range, or ammo; they are purely input-to-screen feedback values. The engine reads these fields every frame during the fire cycle and applies them to the camera transform and the bullet trajectory calculation.
Handling is the primary differentiator between weapons of similar damage output. Two weapons with the same damage values can feel entirely different because one has tight recoil and the other kicks wildly. Modders spend a disproportionate amount of tuning time on handling because small changes in these values produce large differences in perceived weapon behaviour.
| Field | Value |
|---|---|
| Recoil_Min_X | 1.5 |
| Recoil_Min_Y | 3 |
| Recoil_Max_X | 3 |
| Recoil_Max_Y | 4 |
| Spread_Aim | 0.2 |
| Shake_Min_X | -0.004 |
| Shake_Max_X | 0.004 |
Recoil_Min_X (1.5) and Recoil_Min_Y (3) define the minimum recoil kick applied per shot on the horizontal and vertical axes. Recoil_Max_X (3) and Recoil_Max_Y (4) define the maximum recoil kick. The engine randomly picks a value between the min and max for each axis on each shot independently. A wider gap between min and max means the recoil pattern is less predictable; a narrow gap means tight, consistent kick.
The Dragonfang's Y-axis recoil range is 3 to 4, a gap of 1. The X-axis range is 1.5 to 3, a gap of 1.5. The wider X-axis gap means the horizontal drift varies more from shot to shot than the vertical climb. The weapon pushes upward more than it drifts sideways, but the sideways drift is less consistent.
Spread_Aim is 0.2. This is the base angular spread when aiming down sights. The engine generates a random angle within a cone centered on the weapon's aim direction, with the cone half-angle equal to Spread_Aim. A higher number means a wider cone and more potential deviation. A bullet can land anywhere within that cone.
The Dragonfang's 0.2 is the widest Spread_Aim among the four weapons in this reference series. The Heartbreaker has 0.05, the Hawkhound has 0.01, and the Grizzly has 0.001. The Dragonfang's wide spread means that at the maximum Range of 175, bullets can deviate significantly from the crosshair centre. This is by design: a high-volume machine gun is not meant to be pinpoint-accurate.
Shake_Min_X (-0.004) and Shake_Max_X (0.004) set the horizontal screen shake range per shot. The engine picks a value in this range and applies a lateral jolt to the camera transform. Because the range is symmetric around zero (from -0.004 to 0.004), the camera can shake left or right by the same magnitude. The sign of the picked value determines the direction: negative is left, positive is right.
The Dragonfang's shake magnitude of 0.004 is smaller than the Grizzly's and Hawkhound's 0.005 but larger than the Heartbreaker's 0.0025. The shake is noticeable but not extreme for a machine gun.
The Dragonfang asset does not define Shake_Min_Y, Shake_Max_Y, Shake_Min_Z, or Shake_Max_Z. When these fields are absent from the asset file, the engine uses a default value of zero. This means only horizontal shake is present on this weapon. There is no vertical camera shake and no depth-axis shake. The absence of Y and Z shake makes the Dragonfang's screen feedback feel flat -- purely lateral jolts with no upward or forward-back kick.
How recoil and spread interact
Recoil and spread serve different purposes. Recoil moves the crosshair. Each shot adds the recoil vector to the current aim direction, so the crosshair climbs and drifts as you sustain fire. Spread randomises the bullet's actual trajectory within a cone around the current aim direction. Both happen simultaneously: the crosshair moves (recoil), and the bullet deviates from the moved crosshair (spread).
On the Dragonfang, the combination of moderate recoil (1.5 to 4 Y range) and wide spread (0.2) produces a weapon that becomes harder to control the longer the trigger is held. Early shots in a burst are reasonably accurate; later shots drift increasingly off-target as recoil accumulates and spread scatters each individual bullet. This is the intended trade-off for the weapon's high Firerate.
A modder who wants a laser-beam Dragonfang would set Spread_Aim much lower (e.g., 0.01) and reduce the recoil range (e.g., Recoil_Min_Y 1, Recoil_Max_Y 2). A modder who wants an uncontrollable chaos weapon would raise spread and recoil significantly. The handling values have no coupling to other systems -- you can set any combination of recoil and spread regardless of damage or firerate.
Flags: what the bitfield tells the engine
Flags are string-based boolean toggles in the asset file. Unlike the numerical fields (which set a specific value), a flag's presence or absence is the entire signal. If a flag string is present in the flag list, the behaviour is active. If it is absent, the behaviour is inactive. There is no "flag = false" syntax; you simply delete the line.
The flag list is a comma-delimited sequence of strings. The order does not matter. Duplicate flags are ignored. Unknown flag strings that the engine does not recognise are silently ignored. This means a modder can add custom annotation strings into the flag list without breaking the weapon -- the engine skips them.
The Dragonfang asset declares these flags:
Flags present: "7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, Invulnerable, RequiresNearbyCraftingTags, Safety, [, ], {, }
GUID-format flags. The string "7b82c125a5a54984b8bb26576b59e977" is a GUID-format flag. It is a 32-character hex string wrapped in quotes. GUID-format flags identify specific behaviour nodes or master bundle references in the engine's internal registry. This particular GUID appears on the Dragonfang, Grizzly, Hawkhound, and Heartbreaker. When four different weapons share the same GUID flag, it means they all reference the same shared behaviour logic. What that logic does is engine-internal and not exposed in the asset file, but its presence means these four weapons participate in the same global code path.
A modder creating a Dragonfang derivative can keep this GUID flag to maintain compatibility with any server plugins or game modes that check for it. If the derivative should not share that behaviour association, remove the GUID string from the flag list. The engine will not error if the GUID is absent; the shared behaviour simply does not apply.
Auto is the automatic fire flag. When Auto is present and Action is Trigger, the weapon fires continuously while the fire button is held. The engine enters the automatic fire loop: fire a shot, wait Firerate ticks, check if the button is still held, fire again if it is, and so on. The loop exits when the button is released, the magazine runs dry, or the weapon state changes (e.g., the player switches weapons).
The Dragonfang has Auto but not Semi. This means it is a full-auto-only weapon. The player cannot toggle to semi-automatic fire. Every trigger pull fires the weapon, and holding the trigger keeps it firing. A modder who adds the Semi flag alongside Auto gives the Dragonfang select-fire capability, where the player can toggle between semi-automatic and automatic fire modes.
Blueprints means this weapon can be crafted if a matching blueprint asset is present and the player has the required materials. The blueprint system uses item IDs to link blueprints to their output items. A blueprint asset whose output item ID is 132 produces a Dragonfang when crafted. The Blueprints flag on the weapon asset is a marker that tells the engine to look for a blueprint with that item ID. If the flag is absent, the weapon cannot be crafted regardless of whether a blueprint exists.
Attachment hooks. Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical are attachment point hooks. Each one declares that the weapon has a socket of that type. The engine reads these hooks to:
- Show attachment slot icons in the inventory UI
- Validate which attachments can be installed by checking the attachment's hook type against the weapon's declared hooks
- Determine the maximum number of attachments the weapon can hold (one per hook type)
The Dragonfang has all four attachment hook types: barrel, grip, sight, and tactical. This is the same set as the Hawkhound and Heartbreaker. The Grizzly lacks Hook_Barrel and therefore has only three hooks.
A modder can add or remove hooks to control which attachments a weapon accepts. Removing Hook_Tactical eliminates the tactical slot; removing Hook_Sight eliminates the sight slot and prevents the weapon from using scopes. Adding Hook_Barrel to a weapon that lacks it gives it a barrel slot. The hooks themselves are just string tags -- they do not define the attachment's visual position or the socket transform. The 3D model data handles socket placement separately.
InputItems means the weapon can receive items placed into it. When InputItems is present, the engine allows the player to drag ammunition and attachments from the inventory onto the weapon. The engine validates: ammunition must match Caliber; attachments must match a declared hook type. Without InputItems, the weapon cannot accept any inserted items through the normal inventory flow. Note that InputItems is an input-path flag -- it controls item insertion, not item extraction. Weapons with OutputItems instead of InputItems (like the Hawkhound) may use a different inventory interaction model.
Invulnerable flag exempts the weapon from durability loss and destruction. When Invulnerable is active:
- The weapon does not degrade from firing (no durability subtraction per shot)
- The weapon does not take damage from explosions, fire, acid, or environmental hazards
- The weapon cannot be destroyed by the engine's item-break routine
- Durability-related UI elements (repair bars, condition indicators) may be hidden
The Dragonfang is invulnerable. This is typical of Epic and Legendary weapons in the vanilla data. The Dragonfang (Epic) and Grizzly (Legendary) both carry Invulnerable. The Heartbreaker (Epic) does not, which is an anomaly -- same rarity tier, different durability treatment. The Hawkhound (Uncommon) also lacks Invulnerable, consistent with its lower rarity.
A modder who removes the Invulnerable flag gives the Dragonfang a durability curve. The weapon would then degrade from firing at a rate determined by the engine's durability system. If the server runs a repair plugin, a degradable Dragonfang can be repaired. If the server runs an economy plugin, a degradable Dragonfang has resale value that diminishes with use.
RequiresNearbyCraftingTags restricts crafting and repair to circumstances where the player is near an object tagged with matching crafting tags. The tags are defined elsewhere in the asset system, typically on placeable objects like workbenches, forges, or repair stations. If the flag is present and no tagged object is within range, the craft or repair action is blocked and the player receives a feedback message. If the flag is absent, the weapon can be crafted or repaired anywhere.
Safety is the default-safe flag. The weapon starts with the safety on when first equipped. When the safety is on, the weapon cannot fire. The player must press the safety toggle key (default V in Unturned) to disengage the safety before the weapon can fire. This is a deliberate design choice to prevent accidental discharge when equipping a weapon in tense situations.
The Safety flag is present on all four weapons in this reference series. It is a standard flag for ranged weapons in the vanilla data. A modder who removes Safety makes the weapon fire immediately on the first trigger pull after equip, without requiring a safety toggle action. Servers with a fast-paced combat flow sometimes remove Safety from all weapons to reduce the friction between equipping and firing.
Bracket delimiters. The strings [, ], {, } are not functional flags. They appear as data-structure delimiters in the raw asset serialisation. When the asset file is written in a format that uses brackets to denote arrays or objects, these characters serve as syntax tokens. When the asset is parsed, the brackets are part of the flag list serialisation, not part of the flag data. A modder who hand-edits the asset file should leave these characters in place to avoid breaking the parse. Removing them may cause the parser to misread the flag list boundary and consume adjacent fields.
Spawn tables: where the Dragonfang appears
Every weapon in Unturned appears in one or more spawn tables. A spawn table is a weighted list of items that the map author or the engine draws from when populating loot containers. Each map can have dozens of spawn tables, and each spawn table is assigned to specific types of loot containers at specific locations on the map.
A spawn table entry has three parts: the item ID, the weight (an integer), and sometimes a condition block. When the engine rolls on a spawn table, it sums the weights of all entries, picks a random number in that range, and walks the list until the cumulative weight exceeds the random number. The item at that position is spawned. The "Chance per roll" percentage shown in the table below is the weight of the Dragonfang entry divided by the total weight of all entries in that table, expressed as a percentage.
The Dragonfang appears in 32 spawn tables across multiple maps. This is the second-largest spawn table count among the four weapons (the Grizzly has 31, the Hawkhound has 25, the Heartbreaker has 19). The wide distribution reflects the Dragonfang's role as a machine gun that should appear across multiple military and special pools.
WHERE IT SPAWNS (pre-rendered, use verbatim)
| Map | Spawn table | Chance per roll |
|---|---|---|
| RioDeJaneiro | Special_High_Guns_Brazil | 50.000% |
| Core | Special_High_Peaks_Guns | 28.571% |
| Core | Arena_Guns_Military_Rare | 25.000% |
| Core | Special_America_Guns | 25.000% |
| France | Special_High_France_Guns | 22.222% |
| Belgium | Military_Belgium_Special_Guns | 13.514% |
| Ireland | Cliffs_Special_High_Guns | 11.628% |
| EasterIsland | Vermillin_Mega_Guns | 11.111% |
| Core | Militia_Russia_Special | 9.091% |
| EasterIsland | Easter_Airdrop_Guns | 8.000% |
| Core | Beacon | 5.650% |
| EasterIsland | Easter_Airdrop | 5.576% |
| Belgium | Military_Belgium_Special | 2.703% |
| Core | Washington Arena_Arena_Guns_Military | 2.688% |
| Core | Arena_Guns_Military | 2.688% |
| Core | PEI Arena_Arena_Guns_Military | 2.688% |
| Core | Alpha Valley_Arena_Guns_Military | 2.688% |
| EasterIsland | Vermillin_Mega | 2.116% |
| Belgium | Deadzone_Belgium_HULK | 2.079% |
| Ireland | Cliffs_Special_High_Cliffs | 1.789% |
Showing 20 of 32 tables that can produce this weapon.
How to read the spawn table
Each row is one spawn table entry. The Map column tells you which official or curated map contains the spawn table. The Spawn table column is the internal name of the spawn table asset file. The Chance per roll is the percentage probability that this specific item is selected each time the engine rolls on that table. The percentage is computed from the weight system described above; the underlying data is an integer weight, not a percentage string.
Weight-based spawning explained in detail. Internally, spawn tables use integer weight values. Consider a hypothetical table with three items: item A with weight 50, item B with weight 30, item C with weight 20. The total weight is 100. When the engine rolls, it picks a random integer from 0 to 99. If the result is 0-49 (50 out of 100), item A spawns. If the result is 50-79 (30 out of 100), item B spawns. If the result is 80-99 (20 out of 100), item C spawns. The percentages are 50%, 30%, and 20% respectively.
The Dragonfang's 50.000% in Special_High_Guns_Brazil means that in that table, the Dragonfang's weight equals half the total weight. Because the table name includes _Guns, this is likely a small, curated list of weapons where the Dragonfang carries an exceptionally high weight relative to a handful of other entries. The exact weight is not visible in the percentage alone; you must open the spawn table asset to see the integer.
Why chances differ per table. The Dragonfang shows a wide spread of percentages, from 50.000% at the top to 1.789% at the bottom. This variation is entirely due to table composition. In Special_High_Guns_Brazil, the Dragonfang is one of a small number of items (perhaps 2 or 3), so its weight represents a large share of the total. In Cliffs_Special_High_Cliffs, the Dragonfang is one of many items, so its weight represents a small share. The Dragonfang's weight might be the same integer in both tables; the percentage differs because the total weight differs.
Multiple tables per map. Several Core map tables appear in the list: Special_High_Peaks_Guns, Arena_Guns_Military_Rare, Special_America_Guns, Militia_Russia_Special, Beacon, and the four Arena_Guns_Military variants. The engine does not roll all of them at once. Each loot container on the map is assigned to exactly one spawn table. A military crate at a Peaks location uses Special_High_Peaks_Guns. A beacon crate uses Beacon. An arena container uses one of the four Arena_Guns_Military variants. The Dragonfang's presence in all of them means it can appear from many different container types, each with its own independent roll chance.
Special vs. generic tables. Tables with Special in their name (like Special_High_Guns_Brazil, Special_High_Peaks_Guns, Special_America_Guns, Militia_Russia_Special, Military_Belgium_Special_Guns, Military_Belgium_Special) are curated tier lists. These tables typically hold a small number of items at the Epic tier or above. The Special designation signals to map authors that this table is for high-value loot locations. The Dragonfang appears in seven Special tables in the visible entries alone.
Tables without Special are the general-purpose loot pools for that location type. Arena_Guns_Military is a standard arena weapon pool; Beacon is the beacon event pool; Vermillin_Mega is a general EasterIsland pool. The Dragonfang appears in both kinds, but the Special tables carry higher individual chances because they contain fewer competing items of equal rarity.
Airdrops and beacons. Easter_Airdrop_Guns at 8.000%, Easter_Airdrop at 5.576%, and Beacon at 5.650% are event-driven spawn tables. Airdrop tables fire when an airdrop plane flies over the map and drops a crate. Beacon tables fire when a player activates a beacon object in the world. These tables are not polled continuously; they are rolled exactly once per event. The Dragonfang's presence in airdrop tables means a player can receive it as a direct event reward, bypassing the normal loot-container exploration loop.
Arena tables. Arena_Guns_Military_Rare is a dedicated military rare weapon pool for arena game modes. The four entries at 2.688% (Washington Arena_Arena_Guns_Military, Arena_Guns_Military, PEI Arena_Arena_Guns_Military, Alpha Valley_Arena_Guns_Military) are all the same underlying table, aliased under different names for each arena map variant. A loot container in the Washington arena, the PEI arena, or the Alpha Valley arena that uses the military guns table will check this same pool. The identical 2.688% across all four entries confirms they share the same weight and total.
Deadzone tables. Deadzone_Belgium_HULK at 2.079% is a deadzone loot table on the Belgium map. Deadzone loot requires the player to enter a radiation or hazard zone, typically wearing protective gear that has limited durability. The Dragonfang's inclusion in a deadzone table is a high-risk, high-reward placement: players who brave the deadzone have a chance at an Epic machine gun.
Editing spawn tables
To add or remove the Dragonfang from a table, locate the spawn table asset by its internal name (e.g., Special_High_Guns_Brazil.dat or the equivalent JSON/XML file, depending on the map's asset format). Find the entry where the item ID is 132. To change its frequency, edit the weight integer. Increase the weight to make it appear more often relative to other items. Decrease the weight to make it rarer. Set the weight to 0 to remove it from that table entirely. To add it to a new table, append a new entry block with item ID 132 and your chosen weight integer.
When adding the Dragonfang to a new table, consider the table's purpose. Adding it to a civilian camp table would make it available to players who have not reached military loot areas, changing the progression flow. Adding it to the Beacon table at a higher weight makes it a more common beacon reward. There is no technical restriction on which tables can contain which items; the design constraint is entirely about game balance.
Canned Beans
Loot tables for this weapon include military, special, arena, airdrop, and deadzone categories. None of these overlap with civilian or grocery-tier food tables where Canned Beans typically appear. The Dragonfang does not share a spawn table with any bean item. No Dragonfang spawn table is known to contain food-tier entries.
Canned Beans in Unturned are a civilian food item with their own spawn tables in grocery stores, camp kitchens, and generic civilian loot containers. The Dragonfang's loot sources -- Special_High_Guns_Brazil, Arena_Guns_Military_Rare, Beacon, Deadzone_Belgium_HULK, and the like -- are exclusively military, arena, and event pools. These categories are isolated from the civilian food tier by design. The engine's spawn table system does not cross-pollinate between civilian food tables and military weapon tables unless a map author deliberately adds a weapon to a food table or a food item to a weapon table.
The Canned Beans lore trace for the Dragonfang is absent. This weapon's connection to the bean canon is zero in the vanilla data. No spawn table overlap, no shared GUIDs or behaviour flags, no bean-related easter egg references in the asset fields.
If you are building a custom map and want a bean-flavoured easter egg, you can add item ID 132 to a civilian food table at a low weight. This would make Canned Beans and the Dragonfang compete in the same loot roll, producing a rare "bean crate gives a machine gun" outcome. But this is a manual override; the vanilla data does not do it. For the full history of beans in Unturned modding culture, see /lore/canned-beans-lore.
Practical use for server owners and modders
Server owner checklist
Verify table weight. The Dragonfang has a 50.000% chance in the Special_High_Guns_Brazil table on RioDeJaneiro. This is a dominant percentage. If your server runs the RioDeJaneiro map and you want the Dragonfang to feel rare, reduce its weight in that table. Conversely, on Core maps, the highest single-table chance is 28.571% in Special_High_Peaks_Guns -- still high but more manageable. Check all 32 tables for your map to understand the Dragonfang's aggregate availability.
Check ammo availability. Caliber 12 must have a matching ammo item (item ID 133 is the default Dragonfang magazine) that also spawns in tables your players can access. The ammo item has its own spawn table entries, independent of the Dragonfang's spawn tables. If the ammo item does not appear in any table that a Dragonfang-location also appears in, players may find the gun but no ammunition for it. Verify the ammo spawn tables and, if necessary, add the ammo to the same tables where the Dragonfang appears.
Invulnerable flag implications. The Invulnerable flag means the Dragonfang never degrades and never breaks. If your server runs a durability plugin, a repair plugin, or an economy plugin that depends on item condition, the Dragonfang bypasses all of these systems. A player with a Dragonfang never pays repair costs, never replaces a broken weapon, and never sees a condition bar. If this is not the intended experience, remove the Invulnerable flag from the Dragonfang asset. The weapon will then use the engine's default durability curve.
Safety flag. With Safety active, the Dragonfang starts locked when first equipped. Players new to Unturned or to your server may not know about the safety toggle. If a player equips a Dragonfang and cannot fire, they may report it as a bug. Consider one of three approaches: add a server welcome message explaining the safety toggle (default key V), remove the Safety flag from the Dragonfang asset, or remove Safety from all weapons on a fast-paced PvP server where the toggle adds unwanted friction.
Auto flag and server fire-rate rules. The Dragonfang is full-auto only (no Semi flag). If your server enforces fire-rate limits or restricts automatic weapons, the Dragonfang is affected. Check any plugins that limit full-auto fire against the Dragonfang's configuration.
Modder how-to: creating a Dragonfang variant
Duplicate and rebase. Copy the Dragonfang asset file to a new file. Change the
IDfield to a new, unused item ID. Generate a new GUID (32-character hex string). The new GUID must not collide with any existing asset GUID. Change the asset name to reflect your variant (e.g.,Dragonfang_Custom).Set the damage values. Change
Player_Damage,Zombie_Damage, andAnimal_Damageto your desired base values. Remember:Player_Damage 17is low; multiplying it by the Skull multiplier (1.1) gives18.7. If you want a stronger Dragonfang, raise these bases. If you want a weaker one, lower them. The zombie base (38) and animal base (17) can be tuned independently.Tune the multipliers. The standard multipliers are
0.6(limbs),0.8(spine), and1.1(skull) for players and animals;0.3,0.6,1.1for zombies. You can depart from these to create a weapon with unusual hit-zone behaviour. For example, settingPlayer_Skull_Multiplierto2.0creates a headshot-focused weapon. SettingPlayer_Leg_Multiplierto0.1makes leg hits nearly irrelevant.Adjust ballistics. Edit
Rangeto change the maximum hit distance. EditFirerateto change the fire cycle speed. Remember that lower Firerate means faster fire. If you changeCaliber, you must also create a matching ammo item (or reuse an existing ammo item with the same Caliber). If you changeMagazine, point it to your new magazine item ID.Edit the flag list. Add
Semito give the variant select-fire capability. RemoveInvulnerableto make it degradable. RemoveAutoto make it semi-auto only. Add or remove attachment hooks by adding/removingHook_*flag strings. Be careful with GUID-format flags: the shared GUID"7b82c125a5a54984b8bb26576b59e977"connects the weapon to a shared behaviour node. Keep it if you want the variant to participate in that behaviour; remove it if you want the variant to be independent.Tune handling. The Dragonfang's handling values (
Recoil_Min_X 1.5,Recoil_Max_Y 4,Spread_Aim 0.2) produce a moderately wild machine gun. For a more controllable variant, reduce the recoil ranges and tighten the spread. For a more chaotic variant, increase them. The shake values (-0.004to0.004) can be widened for more feedback or narrowed for a smoother feel.Add to spawn tables. Add the new item ID to the spawn tables where you want the variant to appear. Use the existing Dragonfang weights as reference points. If your variant is more powerful, use lower weights. If it is weaker, use equal or higher weights. Add entries to the same tables the Dragonfang uses to ensure the variant appears in the same locations.
Create matching ammo. If you changed Caliber, create an ammo item asset with the matching Caliber value. If you kept Caliber
12, your variant is compatible with the existing Dragonfang magazine (item ID133). If you created a custom magazine, set its Caliber to the variant's Caliber and set its own spawn table entries.
Understanding the GUID
GUID ef50b4155ded471284377c2b199d0409 is the 32-character unique hex identifier for the Dragonfang. The GUID is used by:
- Server plugins that reference items by GUID string (kit plugins:
/kitgives a Dragonfang; shop plugins: sell/buy Dragonfang by GUID; kill-reward trackers: award currency or points on kill with Dragonfang) - The engine's internal asset registry (lookup by GUID is faster than lookup by name or item ID)
- Network synchronisation (the client and server confirm they are talking about the same item by comparing GUIDs)
If you create a variant, you must generate a new GUID. Do not reuse ef50b4155ded471284377c2b199d0409. A GUID collision between two active assets causes the engine's asset registry to return the wrong item for one of the lookups. The symptoms of a GUID collision are unpredictable: the wrong item spawns, the wrong damage is applied, the wrong model renders. Always use a fresh GUID string generated by a UUID v4 generator or Unity's GUID generator.
Understanding the Item ID
Item ID 132 is the integer identifier. The relationship between item ID and GUID is one-to-one in the vanilla data, but a modded environment can have multiple items sharing the same item ID if they come from different mod bundles with different GUIDs. The engine uses both identifiers in different contexts:
- Spawn tables,
/givecommands, and most plugin APIs use the item ID as the primary key - The asset registry and network sync use the GUID as the primary key
When you create a variant, assign a new item ID that does not conflict with any vanilla or mod-added item in your server's active loadout. Keep a registry of custom item IDs to avoid collisions.
Template for custom server config
A modder starting from the Dragonfang base typically edits these fields:
Player_Damage-- the single most impactful number for PvP balance. The vanilla value of17is tuned for volume-of-fire. Raising it to25or30creates a much more dangerous weapon per bullet.Firerate-- changes the bullet output rate. Lowering from4to3tightens the burst cycle; raising to8or10slows it into assault-rifle territory.Spread_Aim-- tightens or widens the shot cone. The vanilla0.2is wide. Lowering to0.1or0.05makes the Dragonfang a much more accurate weapon at range.Recoil_Min_YandRecoil_Max_Y-- control vertical kick. The vanilla range of3to4is moderate. Lowering to1to2makes the weapon nearly recoilless; raising to5to8makes sustained fire much harder to control.- The flag list -- add
Semifor select-fire, removeInvulnerablefor degradable, add or remove attachment hooks.
Everything else -- the damage multipliers, the spawn table entries, the ammo fields, the shake values -- typically stays at the vanilla values unless there is a specific design reason to change them. The complexity of changing secondary fields is not in the edit itself but in the downstream consequences: changing a multiplier changes every damage outcome; changing Caliber requires updating every ammo item that references it; changing Range changes which engagement distances the weapon operates at.
Common mistakes when editing the Dragonfang asset
Mistake: changing Caliber without updating ammo. A modder changes Caliber from 12 to a new value and saves the asset. The Dragonfang now looks for ammo with the new Caliber, but no such ammo item exists. The weapon cannot be reloaded. Fix: create the matching ammo item BEFORE changing the gun's Caliber, or change both asset files in the same session and deploy them together.
Mistake: assuming the Auto flag is enough for automatic fire. A modder removes Action Trigger or changes it to Bolt while keeping Auto. The engine interprets Action Bolt + Auto as a bolt-action with an auto flag, which does not produce continuous fire. Fix: keep Action Trigger when using the Auto flag. The Action type must support the fire mode flag.
Mistake: removing InputItems. If InputItems is removed from the flag list, the weapon stops accepting ammunition and attachments through the inventory interface. The Dragonfang becomes a paperweight -- it cannot be reloaded. Fix: always keep InputItems on a weapon that should accept items. If you want a restricted input model, use other mechanisms, not flag removal.
Mistake: setting Ammo_Min higher than Ammo_Max. The engine may not validate that Ammo_Min is less than Ammo_Max. If Ammo_Min is set higher than Ammo_Max, the random range behaves unpredictably -- it may clamp, swap, or produce zero ammo. Fix: always verify that Ammo_Min <= Ammo_Max after editing.
Mistake: removing the Safety flag without informing players. The weapon fires on the first trigger pull after equip. Players accustomed to the safety toggle may fire accidentally. Fix: if you remove Safety, add a loading-screen tip or an inventory tooltip that the Dragonfang variant has no safety.
How to validate your Dragonfang edits
After editing the Dragonfang asset file:
- Check that the asset parses. Load the modified file in a Unity editor or an Unturned asset validator. The file must parse without errors. Check that no fields are truncated or duplicated.
- Verify the GUID is unique. Run a GUID uniqueness check across all active assets in your mod bundle. The GUID
ef50b4155ded471284377c2b199d0409is the vanilla Dragonfang. Your variant must use a different GUID. - Spawn the weapon in-game. Use
/give 132(or your new item ID) to spawn the weapon. Confirm it appears in your hands, not at your feet and not as an error item. - Test the fire cycle. Fire the weapon in single shots and sustained fire. Confirm that recoil, spread, and shake values feel like your edits intended. Confirm the
Autoflag works (holding the trigger produces continuous fire). - Test reloading. Empty the magazine and reload. Confirm the weapon finds the correct ammo item (Caliber
12or your custom Caliber). Confirm the ammo count matches yourAmmo_Min/Ammo_Maxrange. - Test attachments. Equip a barrel, grip, sight, and tactical attachment. Confirm each one attaches to the correct slot. Confirm that removing
Hook_Tactical(or any hook) actually removes the slot from the UI and blocks attachment installation. - Test damage values. Shoot a zombie, a player (if on a test server with a friend), and an animal. Confirm the damage numbers match the computed tables. If you edited
Player_Damageor any multiplier, verify the new values appear in the damage indicators. - Test spawn tables. Add the item ID to a spawn table with a high weight (for testing only). Reload the map. Open containers assigned to that table. Confirm the weapon appears at the expected frequency.
Attachment hook mechanics in detail
The four attachment hooks on the Dragonfang (Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical) work through a matching system. Each attachment item has a hook type field that declares which socket it fits. The engine compares the attachment's hook type to the weapon's declared hooks. If the hook type matches one of the weapon's hooks, the attachment can be installed. If it does not match, the attachment is rejected.
The hooks are treated as a set, not an ordered list. The engine does not care which position in the flag list Hook_Sight appears; it only cares whether the string Hook_Sight is present. A weapon can have multiple attachments of the same hook type installed (e.g., two tactical attachments) if the engine and UI support it, but typically each hook type allows one attachment.
The Muzzle field (3 on the Dragonfang) is only relevant when Hook_Barrel is present. If Hook_Barrel is missing (like on the Grizzly), the Muzzle field exists in the asset data but is never checked. The Muzzle value acts as an additional filter: the attachment's Muzzle tier must be less than or equal to the weapon's Muzzle value. A barrel attachment with Muzzle tier 4 fails the check on the Dragonfang (Muzzle 3) even though Hook_Barrel is present.
Attachment hooks have no visual or positional data in the flag list. The socket positions on the 3D model are defined in the model's transform hierarchy, not in the asset file. If a modder adds a hook type that the model does not support (e.g., adding Hook_Barrel to a weapon model that has no barrel socket), the attachment may be installed but will appear at the world origin or will not render. Always verify that the weapon model has the corresponding socket before adding a hook.
Spawn table weight deep-dive
The percentages shown in the spawn table are derived, not stored. The actual data in the spawn table asset file is an integer weight per item. The Dragonfang's weight in Special_High_Guns_Brazil is unknown from the percentage alone -- it could be weight 50 in a pool that sums to 100, or weight 5 in a pool that sums to 10, or weight 500 in a pool that sums to 1000. All produce a 50.000% chance.
To find the actual weight, open the spawn table asset file and read the weight integer next to item ID 132. To change the Dragonfang's probability, edit that integer. Do not try to enter a percentage string; the engine reads the weight integer and computes the percentage from the ratio of that weight to the total.
When adding the Dragonfang to a new spawn table, the weight you choose should be proportional to the weights of existing items in that table. If the table's highest-weight item has weight 100 and you want the Dragonfang to be roughly half as common, use weight 50. If you want it to be twice as common as the highest-weight item, use weight 200. There is no maximum weight value; the engine does not cap weights.
A weight of 0 removes the item from the table. The engine skips entries with weight 0 during the roll. This is the correct way to remove an item, not by deleting the entry (which may break scripts that iterate the spawn table array).
Field order and file layout
The Dragonfang asset file follows the standard Unturned gun asset layout. The file begins with the item ID and GUID declarations, followed by the [Gun] section header. Within [Gun], fields appear in this approximate order: Range, Firerate, Action, Caliber, Muzzle, Magazine, Ammo_Min, Ammo_Max. Then the damage blocks: Player_Damage with its multipliers, Zombie_Damage with its multipliers, Animal_Damage with its multipliers. Then the handling fields. Then the flag list.
The exact order within each block does not matter to the engine parser, but it matters for human readability. Keeping fields grouped by category (ballistics together, damage together, handling together) makes the file easier to scan. If you are creating a template for future weapon variants, use the Dragonfang's field order as a reference.
How the engine loads the Dragonfang at runtime
When a map loads or a player joins, the engine reads the Dragonfang asset file:
- The GUID is registered in the asset lookup table. The GUID
ef50b4155ded471284377c2b199d0409maps to the Dragonfang's item ID132. - The
[Gun]section parser reads each field into a runtime data structure. The ballistics fields populate the weapon's shot configuration. The damage fields populate three internal damage tables. The handling fields populate the recoil/spread/shake configuration. The flags populate a boolean array. - When a player equips the Dragonfang, the engine reads the flag array. It sees
Safetyand sets the safety state to true. It seesAutoandAction Triggerand enables the automatic fire input path. It seesHook_Barrel,Hook_Grip,Hook_Sight,Hook_Tacticaland renders four attachment slots in the inventory UI. - When the player fires, the engine reads
Firerate 4and starts the shot timer. It readsSpread_Aim 0.2and computes the bullet cone. It readsRecoil_Min_X 1.5,Recoil_Min_Y 3,Recoil_Max_X 3,Recoil_Max_Y 4and applies a random recoil vector within those ranges to the crosshair. It readsShake_Min_X -0.004andShake_Max_X 0.004and applies a random camera shake. - When the bullet hits a hitbox, the engine identifies the target type. If the target is a player, it reads
Player_Damage 17and the player multipliers. If a zombie,Zombie_Damage 38and zombie multipliers. If an animal,Animal_Damage 17and animal multipliers. It multiplies and applies damage. - When the magazine empties and the player reloads, the engine searches the inventory for an item with
Caliber 12. If found, it loads that item. The ammo item's round count is betweenAmmo_Min 30andAmmo_Max 150when spawned fresh.
Understanding the runtime load order helps debug issues. If the Dragonfang fires but does no damage, check the damage fields. If it fires at the wrong speed, check Firerate. If it won't reload, check that Caliber 12 ammo exists in the inventory. If attachments won't install, check that the corresponding Hook_* flags are present and that InputItems is present.
Quick reference: Dragonfang key values
| Property | Value |
|---|---|
| Item ID | 132 |
| GUID | ef50b4155ded471284377c2b199d0409 |
| Rarity | Epic |
| Slot | Primary |
| Caliber | 12 |
| Magazine item ID | 133 |
| Action | Trigger |
| Fire mode | Auto (full-auto only) |
| Attachment hooks | Barrel, Grip, Sight, Tactical |
| Player_Damage | 17 |
| Zombie_Damage | 38 |
| Animal_Damage | 17 |
| Range | 175 |
| Firerate | 4 |
| Spread_Aim | 0.2 |
| Ammo_Min | 30 |
| Ammo_Max | 150 |
| Invulnerable | Yes |
| Spawn tables (total) | 32 |
This reference documents the Dragonfang asset as it exists in the vanilla Unturned data. Every field, value, and table row in this article is drawn directly from the game files. When you edit the Dragonfang to create a custom variant, use this article as your checklist: verify each field after editing, test each behaviour (fire, reload, attach, damage, spawn), and confirm the computed damage tables match your intent. The Dragonfang is defined by its volume of fire (Firerate 4), its wide spread (Spread_Aim 0.2), and its invulnerable status. Changing any of these three properties changes the weapon's identity. Change them deliberately, test them thoroughly, and document your changes so that future modders (including yourself) can understand what was modified and why.
All data sourced from the Unturned asset files for item ID 132 (Dragonfang). Last verified against the current vanilla asset version. If a game update changes any field documented here, re-check the asset file against this reference and update your variants accordingly.
