Hawkhound Gun Reference
The Hawkhound is a hunting rifle asset in Unturned, defined by item ID 109 and GUID 851bdc8130ea44bd80605d896937a5ec. It sits in the Primary weapon slot with Uncommon rarity. The in-game description reads: Canadian hunting rifle chambered in Hawkhound ammunition. This article documents every field in the Hawkhound 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 Hawkhound is the only Uncommon weapon in this reference series and the only bolt-action rifle. Its defining characteristics are Action Bolt (the bolt-action mechanism), Firerate 50 (the slowest fire cycle among the four), a civilian-tier spawn presence (camps and farms exclusively), and three GUID-format flags (the most of any weapon documented here). It also uses OutputItems instead of InputItems, a structural difference that affects how the weapon interacts with the inventory system.
The Hawkhound is a stepping-stone weapon in the vanilla progression. Players find it in camps and farms, use it through the early and mid game, and eventually replace it with a Grizzly (Legendary, higher damage) or supplement it with a Dragonfang or Heartbreaker (Epic, higher fire rate). It bridges the gap between civilian-tier weapons and military-tier weapons.
Reading the asset: what each field controls
When you open the Hawkhound 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. Action defines the firing mechanism and the required animation set. Magazine interacts with the inventory system. Range interacts with the hit-registration system.
Ballistics
| Field | Value |
|---|---|
| Range | 200 |
| Firerate | 50 |
| Action | Bolt |
| Caliber | 7 |
| Muzzle | 4 |
| Magazine | 111 |
| Ammo_Min | 1 |
| Ammo_Max | 8 |
Range sets how far the weapon can hit a target. A value of 200 is a standard long-gun range. It matches the Heartbreaker's Range and is shorter than the Grizzly's 300 but longer than the Dragonfang's 175. For a hunting rifle, 200 covers the typical engagement distances on most Unturned maps. A player sniping from a hillside can reach targets across a town square or down a long street, but cannot hit targets at the extreme distances the Grizzly can reach.
The engine's hit-registration distance check compares the weapon's Range against the vector distance between the muzzle transform and the target hitbox. If the distance exceeds 200, the hit is rejected. If it is within 200, the engine proceeds to the damage calculation. There is no damage falloff over distance.
A modder who raises Range to 250 or 300 extends the Hawkhound's effectiveness to true sniper distances, changing its role from a mid-range rifle to a long-range option. A modder who lowers Range to 100 turns it into a close-quarters rifle.
Firerate is the internal engine tick rate for the weapon's fire cycle. The Hawkhound has Firerate 50, the highest (slowest) value among the four weapons. The Dragonfang is 4, the Heartbreaker is 7, the Grizzly is 20. At 50, the Hawkhound's fire cycle takes over twice as long as the Grizzly's and roughly seven times as long as the Dragonfang's.
However, Firerate is not the only factor controlling the Hawkhound's fire rate. The Action Bolt mechanism imposes a mandatory bolt-cycling animation that gates each shot. The engine runs the Firerate counter, but even if the counter reaches zero, the next shot cannot fire until the bolt animation completes. The effective fire rate is the longer of the Firerate cycle and the bolt animation duration. Because 50 is a very high Firerate, it is likely that the bolt animation completes before the Firerate counter, making Firerate the dominant constraint (not the animation). But without access to the animation duration data, a modder cannot determine which is the limiting factor.
Action is Bolt. This is the defining mechanical property of the Hawkhound. Bolt tells the engine to use the bolt-action firing path. The sequence is:
- Player pulls the trigger.
- Weapon fires one shot.
- The bolt-cycling animation plays. During this animation, the weapon cannot fire.
- The next round is chambered.
- The weapon is ready for the next trigger pull.
The bolt-cycling animation is a visual and audio event. The player cannot interrupt it by pulling the trigger again -- the engine ignores trigger inputs during the animation. This means the Hawkhound has a hard enforced delay between shots that the player cannot bypass.
Action types in Unturned include Trigger (standard semi-auto/auto firearms), Bolt (bolt-action rifles), Pump (pump-action shotguns), Break (break-action weapons), and String (bows/crossbows). Each Action type maps to a specific animation set and input-handling path in the engine.
Caliber of 7 maps the Hawkhound to ammunition ID 7. This is a distinct ammo type, separate from Caliber 1 (Heartbreaker/Military), Caliber 12 (Dragonfang), and Caliber 13 (Grizzly). The Hawkhound uses its own dedicated ammunition. The Caliber system is an integer match between the weapon's Caliber field and the ammo item's Caliber field.
A modder who changes the Hawkhound's Caliber to 1 would make it accept Military ammunition (the Heartbreaker's ammo type). This creates cross-compatibility between civilian and military ammo pools, which changes the weapon's progression role. The Hawkhound would then be reloadable with the abundant Military ammunition found in military locations.
Muzzle is 4. This is the highest Muzzle tier among the four weapons, shared only with the Grizzly. A Muzzle of 4 means the Hawkhound accepts any barrel attachment with a Muzzle tier value of 4 or lower. This is effectively the entire barrel attachment roster in the vanilla game.
Unlike the Grizzly, the Hawkhound actually has the Hook_Barrel flag, so this Muzzle value is active. The Hawkhound can accept suppressors, muzzle brakes, compensators, and any other barrel attachment up to tier 4. This gives the Hawkhound full barrel customisation, unlike the Grizzly which has Muzzle 4 but no Hook_Barrel and therefore cannot actually equip a barrel.
Magazine is 111. This is the item ID of the default magazine or clip the Hawkhound ships with. When a player equips a fresh Hawkhound, the engine attaches item 111 as the ammo container automatically. The magazine item has its own asset file with its own Caliber (set to 7), its own ammo count, and its own spawn table entries.
A Hawkhound magazine (item 111) works in any weapon with Caliber 7. A modder who creates a custom Hawkhound variant that keeps Caliber 7 can use the existing magazine. Changing Caliber requires creating a new magazine item or pointing to an existing magazine with the new Caliber.
Ammo_Min (1) and Ammo_Max (8) define the bullet count range for the ammo item when it spawns. The Hawkhound ammo can hold between 1 and 8 rounds. This is a low-to-moderate count, consistent with a civilian hunting rifle. It is higher than the Grizzly's 1 to 5 but lower than the Heartbreaker's 10 to 30 and the Dragonfang's 30 to 150.
The 8-round magazine is generous enough for the Hawkhound's intended role. With Firerate 50 and Action Bolt, the weapon fires slowly, so 8 rounds last a meaningful amount of time. A modder who increases Ammo_Max to 10 or 12 makes the Hawkhound more forgiving; a modder who decreases it to 5 makes every shot count more.
Damage values per target type
The Hawkhound 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.
When a bullet hits a hitbox, the engine looks up the damage base for the target type, multiplies it by the multiplier for the specific body zone that was hit, and applies the result. The multiplier names map to hitboxes: Leg for the legs, Arm for the arms, Spine for the torso, and Skull for the head.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 80 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Against players, the Hawkhound does Player_Damage 80 before multipliers. This sits between the Heartbreaker's 40 and the Grizzly's 99, making it the second-highest player damage among the four weapons. For a weapon that spawns in civilian camps and farms, 80 is a significant amount of damage, well above the Dragonfang's 17 and double the Heartbreaker's 40.
The multiplier structure is the vanilla standard: Skull 1.1, Spine 0.8, Arm 0.6, Leg 0.6. A skull shot multiplies 80 by 1.1. The Hawkhound's multipliers are identical to the Dragonfang's, Grizzly's, and Heartbreaker's player multipliers. This consistency across all four weapons suggests the player multiplier set is a universal standard in Unturned, not tuned per weapon.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
Against zombies, the base is Zombie_Damage 99. This matches the Heartbreaker's zombie base exactly and is higher than the Dragonfang's 38 but lower than the Grizzly's 150. The limb multipliers are 0.3 (same as all four weapons' zombie blocks), Spine is 0.6, and Skull is 1.1.
The Hawkhound's zombie damage is higher than its player damage (99 vs 80). This gap is smaller than the Heartbreaker's gap (99 vs 40) or the Grizzly's gap (150 vs 99), but larger than the Dragonfang's gap (38 vs 17). The Hawkhound is tuned to be moderately more effective against zombies than players, consistent with its role as a PvE-friendly civilian rifle.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 99 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Against animals, Animal_Damage is 99, matching the zombie damage base. This is higher than the player base of 80, meaning the Hawkhound hits animals harder than players. This design choice is consistent with the Hawkhound being a hunting rifle -- it is literally designed for hunting animals in the game's lore context.
The animal block does not include Animal_Arm_Multiplier because animals lack Arm hitboxes. The Leg multiplier is 0.6, Spine is 0.8, and Skull is 1.1. These are the standard animal multipliers.
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 is Damage = Base_Damage * Zone_Multiplier. The engine performs this multiplication for every hit and applies the result directly to the target's health value.
Player damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 80) |
|---|---|---|
| Skull | 1.1 | 88 |
| Spine | 0.8 | 64 |
| Arm | 0.6 | 48 |
| Leg | 0.6 | 48 |
Zombie damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
Animal damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.8 | 79.2 |
| Leg | 0.6 | 59.4 |
The Hawkhound's computed values show clear patterns. The player skull damage of 88 is lower than the Grizzly's 108.9 but higher than the Heartbreaker's 44 and the Dragonfang's 18.7. The zombie skull damage of 108.9 matches the Heartbreaker's exactly (both have Zombie_Damage 99) and is lower than the Grizzly's 165. The animal skull damage also matches the Heartbreaker's at 108.9, since both have Animal_Damage 99.
The symmetry between the zombie and animal computed tables (both use base 99) means the Hawkhound is equally effective against zombies and animals per hit. The player table uses base 80, so player hits do less damage than zombie or animal hits.
When you edit any source field, these computed values shift. If you change Player_Damage from 80 to 90, every player row recalculates: Skull becomes 99.0, Spine becomes 72.0, Arm and Leg become 54.0. If you change Zombie_Spine_Multiplier from 0.6 to 0.7, zombie spine damage changes from 59.4 to 69.3. The three tables are independent.
Handling: recoil, spread, and shake
The Hawkhound's handling block reflects a bolt-action hunting rifle: moderate recoil, tight spread (for a civilian weapon), and noticeable screen shake.
| Field | Value |
|---|---|
| Recoil_Min_X | 3 |
| Recoil_Min_Y | 15 |
| Recoil_Max_X | 4 |
| Recoil_Max_Y | 20 |
| Spread_Aim | 0.01 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Recoil_Min_X is 3 and Recoil_Max_X is 4. The horizontal recoil is entirely positive, meaning the weapon kicks only to the right (assuming a right-handed coordinate system where positive X means right). It does not alternate left and right like the Grizzly (which spans -20 to 20). The range between min and max is only 1 unit, making the horizontal recoil very tight and predictable.
Compare this to the other weapons: the Dragonfang's X recoil is 1.5 to 3 (gap 1.5), the Heartbreaker's is 0.25 to 0.5 (gap 0.25), the Grizzly's is -20 to 20 (gap 40). The Hawkhound's horizontal recoil is moderate in magnitude but tight in range.
Recoil_Min_Y is 15 and Recoil_Max_Y is 20. The vertical recoil is all upward, with a range of 5 units between min and max. The vertical kick is significant -- stronger than the Dragonfang (3 to 4) and the Heartbreaker (4 to 5), but substantially weaker than the Grizzly (35 to 40). The Hawkhound sits in the middle of the pack for vertical recoil.
The gap of 5 units gives the vertical recoil moderate variation shot to shot. After firing, the crosshair climbs by an amount between 15 and 20 on the Y axis. The player can compensate by pulling the mouse down, but the variation means the exact recovery amount is slightly unpredictable.
Spread_Aim is 0.01. This is a tight spread value. It is one-tenth of the Dragonfang's 0.2, one-fifth of the Heartbreaker's 0.05, and ten times wider than the Grizzly's 0.001. At 0.01, the Hawkhound is accurate when aimed down sights -- the bullet cone is narrow enough that at the weapon's Range of 200, shots generally land within a few game units of the crosshair centre.
A modder who raises Spread_Aim to 0.05 or 0.1 makes the Hawkhound less reliable at long range, pushing it toward a close-quarters role. A modder who lowers it to 0.001 (matching the Grizzly) turns it into a precision weapon.
Shake_Min_X is -0.005 and Shake_Max_X is 0.005. The screen shake is symmetric around zero, producing equal left and right camera jolts. The magnitude of 0.005 matches the Grizzly's shake and is larger than the Dragonfang's 0.004 and the Heartbreaker's 0.0025. The shake is noticeable with every shot, adding to the sense of weight and power that a bolt-action rifle should convey.
The Hawkhound asset does not define Shake_Min_Y, Shake_Max_Y, Shake_Min_Z, or Shake_Max_Z. Only horizontal camera shake is present. There is no vertical or depth-axis camera shake on this weapon.
How handling shapes the Hawkhound experience
The combination of Action Bolt, Firerate 50, and the moderate recoil values produces a distinct handling loop:
- The player spots a target, aims, and fires. The shot is accurate (Spread_Aim
0.01). - The recoil kicks the crosshair up and slightly right (Y:
15to20, X:3to4). - The camera shakes left or right (
-0.005to0.005). - The bolt-cycling animation plays. The player cannot fire.
- The Firerate counter ticks down from
50. - The player manually re-aims (pulls the mouse down to compensate for recoil).
- Once the bolt animation completes and the Firerate counter reaches zero, the next shot can fire.
This loop takes longer than any other weapon in this reference series. The bolt animation and the high Firerate together create a deliberate, methodical firing rhythm. The Hawkhound is not a fast weapon; it asks the player to aim carefully, fire once, reposition the crosshair, and fire again.
Flags: what the bitfield tells the engine
Flags are string-based boolean toggles in the asset file. The presence or absence of a flag string in the comma-delimited list is the entire signal. Order does not matter. Duplicates are ignored. Unknown strings are silently skipped.
The Hawkhound asset declares these flags -- and it declares more GUID-format flags than any other weapon in this reference series:
Flags present: "21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, OutputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
GUID-format flags (three found). The Hawkhound carries three distinct GUID-format flags:
"21ede8ebffb14c5580e8c7ad149e335e"-- a GUID flag unique to the Hawkhound among the four weapons documented here. It identifies a behaviour node or logic branch specific to this weapon. A modder creating a Hawkhound derivative can keep this GUID to maintain compatibility with server plugins or game modes that check for it, or remove it if the derivative should not participate in that behaviour tree."7b82c125a5a54984b8bb26576b59e977"-- the shared behaviour GUID present on all four weapons (Dragonfang, Grizzly, Hawkhound, Heartbreaker). It connects the Hawkhound to the common logic branch shared across the weapon roster."e73a23b102f24520a32ec0b2afaa6157"-- a third GUID-format flag. This GUID is not present on the Dragonfang, Grizzly, or Heartbreaker. Among the four weapons, only the Hawkhound carries it. It flags a behaviour node that the Hawkhound shares with some weapons outside this reference set.
The presence of three GUID flags (versus one on the Dragonfang, Grizzly, and Heartbreaker) means the Hawkhound participates in more shared behaviour branches than its counterparts. Each GUID is a pointer into the engine's internal behaviour registry. What these behaviours do is not exposed in the asset file, but modders should be aware that the Hawkhound has more engine-level behavioural hooks than the other three weapons.
Blueprints. The Hawkhound can be crafted if a blueprint asset with output item ID 109 exists and the player has the required materials. The Blueprints flag marks the weapon as craftable; the blueprint asset provides the recipe definition.
Attachment hooks. Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical are all four attachment point hooks. The Hawkhound has the full set of four hooks, making it maximally customisable. This matches the Dragonfang and Heartbreaker (both also have four hooks) and exceeds the Grizzly (three hooks, no Hook_Barrel).
With all four hooks present, the Hawkhound accepts:
- Barrel attachments (suppressors, muzzle brakes, compensators) via
Hook_Barrel - Grip attachments (foregrips, bipods) via
Hook_Grip - Sight attachments (scopes, red dot sights, iron sights) via
Hook_Sight - Tactical attachments (flashlights, laser sights, rangefinders) via
Hook_Tactical
OutputItems vs. InputItems. The Hawkhound carries OutputItems instead of InputItems. This is the single most technically significant difference between the Hawkhound and the other three weapons. All three others (Dragonfang, Grizzly, Heartbreaker) use InputItems.
InputItemsmeans the weapon can receive items through the inventory interface. The player drags ammunition or attachments from their inventory onto the weapon, and the engine validates and installs them.OutputItemsmeans the weapon has an output inventory definition. It can produce or dispense items, typically through a crafting, salvaging, or disassembly action. The exact behaviour depends on the output inventory definition in the asset file.
A weapon with OutputItems but without InputItems may not accept items through the normal drag-and-drop flow. The Hawkhound's exact item interaction model is not fully visible from the flag list alone -- the output inventory definition (a separate block in the asset file or a linked asset) would need to be examined to understand what items the weapon can produce and how item insertion works.
For a modder creating a Hawkhound variant: if you want the variant to behave like a normal gun that accepts items through the inventory, add InputItems to the flag list (and optionally remove OutputItems if the output behaviour is not needed). If you want to preserve the output behaviour, keep OutputItems and understand that the variant may have a non-standard inventory interaction model.
RequiresNearbyCraftingTags. Crafting the Hawkhound requires a nearby tagged object (workbench, repair station, etc.). If no tagged object is within range, the craft action fails.
Safety. The weapon starts with the safety engaged when equipped. The player must toggle it off (default key V) before firing. Standard across all four weapons.
Semi. The semi-automatic fire mode flag. Combined with Action Bolt, the fire sequence is: trigger pull fires one round, the bolt cycle plays, and the weapon is ready for the next trigger pull. The Semi flag indicates that the trigger releases between shots, as opposed to Auto where holding the trigger sustains fire.
The Hawkhound does not have Auto. It cannot fire in automatic mode. A modder who adds Auto along with Semi would create a select-fire bolt-action rifle, which is mechanically unusual -- the bolt animation would still gate each shot regardless of the fire mode flags.
Bracket delimiters. [, ], {, } are syntax tokens from the asset serialisation format. Leave them in place when hand-editing.
Notable flag absences
The Hawkhound's flag set is notable for what it does not include:
- No
Invulnerable. The Hawkhound can take durability damage and can break. Unlike the Dragonfang and Grizzly (both invulnerable), and the Heartbreaker (also not invulnerable), the Hawkhound is fully subject to the engine's durability system. A modder who wants an indestructible Hawkhound must addInvulnerableto the flag list. - No
Auto. The Hawkhound is bolt-action only. No automatic fire mode exists or can exist without changingActionfromBolttoTrigger. - No
InputItems. The Hawkhound usesOutputItemsinstead, which may affect how attachments and ammunition are loaded onto the weapon.
Spawn tables: where the Hawkhound appears
The Hawkhound appears in 25 spawn tables across multiple official and curated maps. As an Uncommon civilian weapon, its spawn presence is exclusively in camp and farm tables -- rural, outdoor, and civilian-tier locations. It does not appear in any military, arena, airdrop, or deadzone table.
WHERE IT SPAWNS (pre-rendered, use verbatim)
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Camp_Guns | 25.000% |
| Core | Farm_Guns | 25.000% |
| Core | Camp_Arctic_Guns | 25.000% |
| France | Camp_France_Guns | 20.000% |
| France | Farm_France_Guns | 14.085% |
| Core | Yukon_Camp_Arctic | 2.022% |
| Core | Camp_Arctic | 2.022% |
| Core | PEI_Camp | 0.796% |
| Core | Camp | 0.796% |
| Core | Washington_Camp | 0.796% |
| Core | Russia_Camp | 0.796% |
| Core | Peaks_Camp | 0.796% |
| EasterIsland | Easter_Camp | 0.796% |
| RioDeJaneiro | Camp_Brazil | 0.796% |
| France | Camp_France | 0.649% |
| France | France_Camp | 0.649% |
| France | Farm_France | 0.590% |
| France | France_Farm | 0.590% |
| Belgium | Farm_Belgium | 0.525% |
| Core | PEI_Farm | 0.525% |
Showing 20 of 25 tables that can produce this weapon.
How to read the spawn table
Each row is one spawn table entry. The Map column is the official or curated map. The Spawn table column is the internal name of the spawn table asset file. The Chance per roll is the percentage probability the Hawkhound is selected each time the engine rolls on that table.
Three tiers of percentages. The Hawkhound's spawn table entries fall into three clear percentage bands:
High (14-25%): The
_Gunssub-tables.Camp_Guns,Farm_Guns,Camp_Arctic_Gunsat25.000%,Camp_France_Gunsat20.000%,Farm_France_Gunsat14.085%. These are weapons-only sub-tables of the camp and farm pools. The Hawkhound has a dominant weight in these narrow pools because they contain only weapon items and the Hawkhound is one of few entries. A player looting a container assigned toCamp_Gunshas a 1-in-4 chance of receiving a Hawkhound.Medium (0.5-2%): The general camp and farm tables.
Yukon_Camp_Arcticat2.022%,Camp_Arcticat2.022%, and the cluster of camp tables at0.796%. These are the full mixed-loot pools containing weapons, food, tools, clothing, and crafting materials. The Hawkhound's weight is diluted by the presence of many non-weapon items, reducing the percentage significantly compared to the_Gunssub-tables.Low (0.5-0.65%): The general France farm tables (
Farm_Franceat0.590%,France_Farmat0.590%) and the Belgium/Core farm tables (Farm_Belgiumat0.525%,PEI_Farmat0.525%). These also contain mixed loot, with slightly lower individual chances than the camp equivalents.
Camps dominate over farms. Camps carry the Hawkhound more broadly and at higher individual chances than farms. The camp tables span Core, France, EasterIsland, and RioDeJaneiro -- nearly every official map. The farm tables are limited to Core and France (and Belgium for farms specifically). The Camp_Guns sub-table is universal and gives the highest individual chance (25.000%). If a map has camps, players can find a Hawkhound there. If a map has farms, players might find one there too, but at lower odds.
Geographic spread. The Hawkhound appears on Core, France, EasterIsland, RioDeJaneiro, and Belgium. It does not appear on Ireland or Greece in the curated data shown. The Hawkhound has the widest map coverage among the four weapons in this reference series, spanning five maps. The Dragonfang spans six maps (adding Ireland), the Grizzly spans five (adding Greece but losing Ireland), and the Heartbreaker spans four.
The _Guns sub-table pattern. The top five entries all have _Guns in the table name. These sub-tables are a filtered subset of the larger camp/farm pools. When the engine populates a camp container, it may roll on the full Camp table (which includes weapons, food, tools, etc.) or it may roll on the Camp_Guns sub-table specifically for the weapon slot. The distinction between general tables and _Guns sub-tables is important for understanding loot frequency. The 25.000% in Camp_Guns means "if the container's weapon slot rolls on Camp_Guns, the Hawkhound has a 25% chance." The 0.796% in Camp means "if the container rolls on the general Camp table (which includes all item types), the Hawkhound has a 0.796% chance of being the item selected."
No military, airdrop, arena, or deadzone tables. Unlike every other weapon in this reference series, the Hawkhound does not appear in any combat-tier pool. It has zero entries in military, arena, airdrop, beacon, or deadzone tables. Its spawn presence is 100% civilian-tier. Modders who add the Hawkhound to military tables change its identity from a civilian hunting rifle to a military-grade weapon.
Location variants. The camp tables appear under many name variants: PEI_Camp, Washington_Camp, Russia_Camp, Peaks_Camp, Easter_Camp, Camp_Brazil. These are the same underlying camp table, replicated per map variant. The identical 0.796% across all of them confirms they share the same weight and total. The France variants (Camp_France at 0.649%, France_Camp at 0.649%) have a slightly lower percentage, suggesting the French camp table has a different total weight composition than the generic camp table.
Editing spawn tables
To change the Hawkhound's availability, locate the spawn table asset by its internal name. Find the entry for item ID 109 and edit its weight integer. Increase the weight in Camp_Guns to make it more common from camp weapon rolls. Decrease or zero the weight to reduce or remove it.
To make the Hawkhound a military-grade weapon, add item ID 109 to the desired military table with a chosen weight. Use existing military weapon weights as reference. Be aware that adding the Hawkhound to military tables changes the weapon's identity and progression role -- it becomes available to players who have reached military loot areas, rather than being a stepping-stone found in early-game civilian locations.
Canned Beans
The Hawkhound's spawn tables are camp and farm categories -- civilian-tier locations that typically contain mixed loot including food items. Canned Beans are a civilian food item that appears in similar camp, farm, grocery, and kitchen loot tables. The Hawkhound and Canned Beans share a civilian loot tier ecosystem.
The Hawkhound appears in general camp tables (Camp, PEI_Camp, Washington_Camp, Russia_Camp, Peaks_Camp, Easter_Camp, Camp_Brazil, Camp_France) and general farm tables (Farm_France, PEI_Farm, Farm_Belgium) at low individual chances (0.5% to 0.8% range). These tables are mixed-loot pools that contain weapons, food, tools, clothing, and materials. Canned Beans, as a civilian food item, plausibly appear in these same general camp and farm tables, competing with the Hawkhound in the same loot roll.
However, the extracted asset data does not provide explicit bean item IDs or bean-specific loot table entries for the Hawkhound's spawn tables. The overlap is plausible because of the shared civilian loot tier, but it is not confirmed by the data in the extracted asset data. A definitive answer requires examining the actual contents of the general camp and farm tables to see whether a Canned Beans entry (e.g., item ID 14 or whichever item ID the beans use) is present alongside item ID 109.
The Hawkhound's _Guns sub-tables (Camp_Guns, Farm_Guns, Camp_Arctic_Guns, Camp_France_Guns, Farm_France_Guns) are weapons-only pools. Canned Beans do not appear in these tables because they are filtered to weapon items exclusively. The Hawkhound and beans only overlap in the general (unfiltered) tables.
If you are building a custom map and want a guaranteed bean alongside the Hawkhound, add a Canned Beans entry to the same general camp or farm table at a weight comparable to other food items. 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
Camp and farm density determines Hawkhound availability. The Hawkhound spawns exclusively in camp and farm tables. If your server runs a custom map with few camps and farms, the Hawkhound becomes rare by geography alone. If your map is dense with rural locations, the Hawkhound may be more common than you expect. Check the camp and farm container count on your map and adjust the Hawkhound's weights in the relevant spawn tables to match your intended rarity.
Bolt-action delay. Action Bolt enforces a mandatory bolt-cycling animation between shots. The Firerate 50 value interacts with this animation. Players used to semi-automatic rifles (like the Grizzly or Heartbreaker) may find the Hawkhound frustratingly slow. Servers running fast-paced PvP should consider whether the Hawkhound fits the combat pace or whether it should be replaced in spawn tables with a faster alternate.
No Invulnerable flag. The Hawkhound can take durability damage. If your server runs a durability plugin, ensure the Hawkhound's durability curve is configured appropriately. A civilian hunting rifle that breaks after a handful of uses may not match player expectations. Test the durability decay rate and repair cost against the Hawkhound's loot frequency -- if the Hawkhound is common (high camp table weights), a fast decay rate is fine; if it is rare, a slow decay rate is better.
OutputItems instead of InputItems. The Hawkhound uses OutputItems, which may affect how attachments and ammunition are loaded. If your server runs an attachment plugin or a magazine-loading plugin that relies on the InputItems flag for its insertion validation, the plugin may not function correctly with the Hawkhound. Test the attachment and ammo loading workflow specifically on the Hawkhound before deploying.
Ammo supply is generous for the fire rate. Ammo_Min 1 and Ammo_Max 8 with Firerate 50 means the Hawkhound is unlikely to run dry in normal play. Eight rounds at a very slow fire rate last significantly longer than eight rounds at the Dragonfang's Firerate 4. Ammo scarcity is not a meaningful constraint for the Hawkhound in vanilla.
Three GUID flags. The Hawkhound carries three GUID-format behaviour flags. If your server runs plugins or game modes that check for specific GUID flags (e.g., a plugin that grants bonus XP for kills with weapons carrying GUID "e73a23b102f24520a32ec0b2afaa6157"), the Hawkhound will trigger those checks. Verify that any GUID-sensitive plugins interact with the Hawkhound in the way you intend.
Modder how-to: creating a Hawkhound variant
Duplicate and rebase. Copy the Hawkhound asset. Assign a new item ID. Generate a new GUID. Name the variant (e.g.,
Hawkhound_Custom).Decide whether to keep
Action Bolt. The bolt-action identity is entirely in theAction Boltfield. Changing it toAction Triggerconverts the variant into a semi-automatic rifle (functionally similar to the Grizzly but with Hawkhound damage values). Changing it toAction PumporAction Breakuses different animation sets. TheActionfield is the single most identity-defining property of the Hawkhound.Set damage values.
Player_Damage 80sits between the Heartbreaker (40) and the Grizzly (99). For a weaker variant, lower it to60or50. For a stronger one, raise it to90or100.Zombie_Damage 99andAnimal_Damage 99can be tuned independently.Adjust Firerate. If you kept
Action Bolt, the bolt animation gates each shot, but Firerate still matters as the tick counter. Lowering Firerate from50to30or20reduces the cycle time. Raising it above50further extends it.Tune handling.
Recoil_Min_Y 15andRecoil_Max_Y 20are moderate. Reduce to8-12for a gentler rifle. Increase to25-30for a harder-kicking one.Spread_Aim 0.01is tight for a civilian rifle but loose for a sniper. Tighten to0.001for precision or loosen to0.05for a less accurate variant.Edit the flag list. This is the most decision-heavy part of creating a Hawkhound variant:
- Add
InputItemsif you want the variant to use the standard inventory insertion flow (recommended for compatibility). - Remove
OutputItemsif the output behaviour is not relevant to your variant. - Add
Invulnerableif you want an indestructible variant. - Decide which GUID flags to keep. The shared GUID
"7b82c125a5a54984b8bb26576b59e977"connects the variant to the common weapon behaviour branch -- typically safe to keep. The Hawkhound-specific GUIDs ("21ede8ebffb14c5580e8c7ad149e335e"and"e73a23b102f24520a32ec0b2afaa6157") are specific to the Hawkhound's behaviour tree; remove them if the variant should not inherit those associations. - Keep or remove
Auto/Semidepending on the desired fire mode. A bolt-action withSemiis standard; addingAutocreates an unusual bolt-action-auto hybrid that may not behave as expected.
- Add
Create matching ammo. If you kept
Caliber 7, the variant uses the existing Hawkhound magazine (item ID111). If you changed Caliber, create a new ammo item with the matching Caliber value.Add to spawn tables. If you want the variant to remain civilian-tier (like the original), add it to camp and farm tables. If you want a military-grade variant, add it to military, arena, or airdrop tables. Use the existing Hawkhound weights as reference for civilian tables; use military weapon weights as reference for military tables.
Understanding the GUID
GUID 851bdc8130ea44bd80605d896937a5ec is the 32-character hex identifier. Server plugins use this string. Do not reuse it for a custom weapon. Generate a fresh GUID.
The three flag GUIDs serve a different purpose:
"21ede8ebffb14c5580e8c7ad149e335e"-- behaviour node unique to the Hawkhound"7b82c125a5a54984b8bb26576b59e977"-- shared behaviour node present on many weapons"e73a23b102f24520a32ec0b2afaa6157"-- behaviour node specific to a set of weapons including the Hawkhound
These GUIDs reference engine-internal behaviour trees, not asset identities. They are safe to carry forward if the variant should participate in those behaviours, or safe to remove if the variant should be independent.
Understanding the Item ID
Item ID 109 is the lowest item ID among the four weapons in this reference series (Dragonfang 132, Grizzly 297, Heartbreaker 1037). The low ID number indicates the Hawkhound is one of the earliest weapons added to the game's item registry. This is consistent with its role as a foundational civilian weapon.
Key design decisions for modders
The Hawkhound has several properties that distinguish it from the other three weapons:
- Only bolt-action.
Action Boltis unique among these four weapons. The Dragonfang, Grizzly, and Heartbreaker all useAction Trigger. The bolt-action identity is the Hawkhound's core differentiator. - Only Uncommon rarity. All three others are Epic or Legendary. The Hawkhound is meant to be found early and replaced later.
- Civilian-only spawns. The Hawkhound does not appear in military, arena, airdrop, or deadzone tables. It is found exclusively in camps and farms.
OutputItemsvs.InputItems. The Hawkhound uses a different inventory interaction model from every other weapon in this series.- Three GUID-format flags. More than any other weapon in this reference set, indicating more engine-level behavioural hooks.
- Lowest item ID (109). An early-game weapon in terms of both game design and asset registry order.
- No
Invulnerable. The Hawkhound can degrade and break, unlike the Dragonfang and Grizzly.
Common mistakes when editing the Hawkhound asset
Mistake: changing Action from Bolt to Trigger without adjusting Firerate. The Hawkhound has Firerate 50, the slowest among the four weapons. If you change Action to Trigger to make it semi-auto, the weapon fires with a 50-tick cycle between shots, which is very slow. If you want a semi-auto Hawkhound, also reduce Firerate to 15 or 20 to match the Grizzly's fire rhythm.
Mistake: removing OutputItems without adding InputItems. The Hawkhound uses OutputItems for its inventory interaction model. If you remove OutputItems and do not add InputItems, the weapon has neither flag. The engine may refuse to accept any inserted items, rendering the weapon unusable. Fix: when replacing OutputItems with InputItems, add both flags in the same edit, or test with only InputItems to confirm the weapon accepts ammunition and attachments.
Mistake: adding Auto flag while keeping Action Bolt. The bolt-action firing mechanism is animation-gated. Even with the Auto flag present, the bolt animation prevents continuous fire. The weapon behaves identically to a semi-auto bolt-action, and the Auto flag has no visible effect. The engine may process the auto-input path but the bolt animation overrides it.
Mistake: removing GUID-format flags without checking server plugins. The Hawkhound has three GUID flags ("21ede8ebffb14c5580e8c7ad149e335e", "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157"). Server plugins or game modes may check for these GUIDs to apply behaviours (XP bonuses, kill-tracker events, etc.). Removing them silently disables those plugins for the Hawkhound. If you create a variant that should keep the behaviour associations, keep the GUIDs. If you want the variant to be independent, remove them but be aware of the consequences.
Mistake: adding Invulnerable without adjusting rarity. The Hawkhound is Uncommon and degradable. Adding Invulnerable makes it immune to durability, which is a property typically reserved for Epic and Legendary weapons. If your server uses rarity as a loot-tier proxy, an invulnerable Uncommon weapon disrupts the tier expectations. Either keep the weapon degradable, or raise its rarity to match its new durability exemption.
Mistake: assuming the Hawkhound is weak because it is Uncommon. Player_Damage 80 is the second-highest among the four weapons, behind only the Legendary Grizzly. The Hawkhound hits harder than the Epic Dragonfang and Heartbreaker. Rarity and damage are not strictly correlated in the vanilla data. Judge a weapon by its damage fields, not its rarity label.
How to validate your Hawkhound edits
After editing the Hawkhound asset file:
- Check that the asset parses. The file must parse without errors. Verify no fields are missing or malformed.
- Verify the GUID is unique. GUID
851bdc8130ea44bd80605d896937a5ecis the vanilla Hawkhound. Your variant must use a different GUID. - Spawn the weapon. Use
/give 109(or your new item ID). Confirm it appears correctly. - Test the bolt-action cycle. Fire one shot. Confirm the bolt animation plays. Confirm you cannot fire during the animation. Confirm the fire rate matches
Firerate 50+ the animation duration. - Test reloading. Empty the magazine (
Ammo_Max 8rounds) and reload. Confirm the weapon finds Caliber7ammo. Confirm the ammo count range is1to8. - Test attachment installation. Because the Hawkhound uses
OutputItemsinstead ofInputItems, test whether attachments can be installed through the normal inventory flow. If the weapon refuses attachments, theOutputItemsflag may require a different installation method (crafting bench, etc.). Document the actual behaviour for your players. - Test damage values. Shoot zombies, players, and animals. Confirm damage matches the computed tables. The Hawkhound has
Player_Damage 80andZombie_Damage 99-- confirm both. - Test spawn tables. The Hawkhound spawns in camp and farm tables exclusively. Add your variant's item ID to these tables at test weights. Visit camp and farm locations on all maps where you added the variant. Confirm it spawns in the correct container types.
Attachment hooks on the Hawkhound
The Hawkhound has all four attachment hooks: Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical. Combined with Muzzle 4, it accepts nearly every attachment in the game. The Muzzle tier of 4 is the maximum standard tier, meaning every barrel attachment with a Muzzle value of 4 or lower fits.
The full set of hooks makes the Hawkhound the most customisable weapon among the four from an attachment perspective. The Dragonfang and Heartbreaker also have all four hooks, but the Dragonfang has Muzzle 3 (narrower barrel compatibility) and the Heartbreaker has Muzzle 3 (same restriction). The Hawkhound's Muzzle 4 gives it the broadest barrel attachment pool.
However, the OutputItems flag may limit how attachments are actually installed. The hook declarations only define what CAN be attached, not HOW the player performs the attachment action. If OutputItems routes attachment through a crafting interface instead of drag-and-drop, the workflow may differ from player expectations. Test the actual attachment installation process.
Spawn table weight deep-dive
The Hawkhound's spawn table percentages are derived from integer weights in the spawn table asset files. The 25.000% in Camp_Guns means the Hawkhound's weight equals one-quarter of the total weight in that table. To find the actual weight, open the spawn table asset and read the integer next to item ID 109.
The 0.796% that appears on multiple camp tables (PEI_Camp, Camp, Washington_Camp, etc.) is the same weight divided by a larger total weight. The actual weight integer for the Hawkhound is the same across all these tables; the percentage varies because the total weight varies (mixed-loot tables have a larger total weight than weapons-only tables).
A modder who wants the Hawkhound to be more common in camps should increase the weight in the Camp_Guns table (weapons-only, high impact) rather than the general Camp table (mixed loot, diluted impact). A small weight increase in a narrow pool produces a much larger percentage change than the same weight increase in a broad pool.
Field order and file layout
The Hawkhound asset file begins with item ID 109 and GUID 851bdc8130ea44bd80605d896937a5ec, followed by the [Gun] section. The field order is: ballistics (Range, Firerate, Action, Caliber, Muzzle, Magazine, Ammo_Min, Ammo_Max), damage (Player, Zombie, Animal), handling (Recoil, Spread, Shake), flags. This is the standard layout shared by all ranged weapon assets.
The Action Bolt field is the most field-order-significant line in the Hawkhound asset, because it is the only weapon among the four that uses the Bolt action type. A modder scrolling through the asset will see Action Bolt and immediately know this is not a Trigger, Pump, or Break weapon.
The three GUID-format flags at the top of the flag list make the Hawkhound's flag section longer than the other weapons' flag sections. A modder editing by hand should be careful not to split a GUID string across lines.
How the engine loads the Hawkhound at runtime
When the engine needs the Hawkhound:
- GUID
851bdc8130ea44bd80605d896937a5ecis registered, mapping to item ID109. - The
[Gun]parser reads all fields into the runtime configuration. Action Bolttriggers the bolt-action input path. The engine loads the bolt-cycling animation and associates it with the fire event. After each shot, the animation plays, and the weapon is locked from firing during playback.Firerate 50sets the tick counter. Even if the animation completes before 50 ticks, the engine waits until the counter reaches zero before the next shot can be queued.- The
Semiflag configures the semi-automatic trigger behaviour: fire on pull, require release and re-pull for next shot. TheAutoflag is absent, so holding the trigger does not produce continuous fire. - The three damage blocks load:
Player_Damage 80with standard multipliers,Zombie_Damage 99with zombie multipliers,Animal_Damage 99with animal multipliers (no Arm for animals). Spread_Aim 0.01configures the bullet cone. TheRecoilandShakefields configure the crosshair and camera movement per shot.- The four
Hook_*flags render four attachment slots: Barrel (Muzzle4), Grip, Sight, Tactical. - The
OutputItemsflag loads the output inventory definition. The engine parses the output items block (a separate section in the asset file or a linked asset) to determine what items the weapon can produce and under what conditions. RequiresNearbyCraftingTagsandBlueprintsconfigure the crafting constraints.
The Hawkhound's place in the civilian-to-military progression
The four weapons in this reference series form a loose progression path that a player might follow through a vanilla Unturned playthrough:
- Hawkhound (Uncommon, camps/farms). Found early at civilian locations.
Player_Damage 80makes it lethal from the start. The bolt-action requires patience but rewards with high per-shot damage.Uncommonrarity means it is not rare to find. - Heartbreaker or Dragonfang (Epic, military/arena). Found later at military and arena locations. Both are automatic-capable (Heartbreaker is select-fire, Dragonfang is full-auto). The Heartbreaker has
Player_Damage 40and gentle handling; the Dragonfang hasPlayer_Damage 17butFirerate 4. Players choose between controllable precision and raw volume of fire. - Grizzly (Legendary, special/airdrop). Found last at the highest-value locations.
Player_Damage 99andRange 300make it the ultimate single-shot weapon. The extreme recoil requires skill to use effectively.
The Hawkhound is the entry point. Players find it, learn to aim carefully (the bolt-action punishes missed shots with a long cycle), and use it to clear camps and farms to accumulate resources for the military-tier zones. A server owner who adjusts the Hawkhound's weights or damage changes the entire early-game experience for new players.
Quick reference: Hawkhound key values
| Property | Value |
|---|---|
| Item ID | 109 |
| GUID | 851bdc8130ea44bd80605d896937a5ec |
| Rarity | Uncommon |
| Slot | Primary |
| Caliber | 7 |
| Magazine item ID | 111 |
| Action | Bolt |
| Fire mode | Bolt + Semi |
| Attachment hooks | Barrel, Grip, Sight, Tactical |
| Player_Damage | 80 |
| Zombie_Damage | 99 |
| Animal_Damage | 99 |
| Range | 200 |
| Firerate | 50 |
| Spread_Aim | 0.01 |
| Ammo_Min | 1 |
| Ammo_Max | 8 |
| Invulnerable | No |
| Spawn tables (total) | 25 |
