(I have one right next to my house and it keeps growing back)
What's on your mind?
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I defeated the Cursed Pirate Zombie Boss and finished the Skull & Crossbones quest, but for some reason, I did not obtain +200 Experience and +25 Reputation, which, according to the quest's wiki page, is the reward for completing the aforementioned quest. Was I supposed to track the quest before defeating the boss, or was I supposed to see the Mk.II puzzle all the way to it's end before receiving the aforementioned reward? Thanks!
A random forum game were players pick everything and kill themselves, taking place on PEI
1. The game should be played like the actual unturned, no unrelated things
2. You can team up with people by saying “Team up” or something else
3. You should grab items that are in PEI, unless if a supply drop falls
4. Dont be greedy
5. Have fun
First a map, a collection of TF2 maps with some civilian locations. includes the mannco building.
with locations such as two fort, well, sawmill, and the Mannco building.
All these maps would be unique locations to find TF2 themed loot, such as uniforms, weapons. the Mannco building would be home to the map's boss a zombified SAXTON HALE. he would only attack through melee attacks but could leap several feet into the air to deliver punishing punches. the map would also have a unique ammo system involving weapons. all weapons could be refilled through ammo crates. instead of there being a low and high cal crate the ammo packs would be organized by size. small. medium, and large. all could refill the ammo capacity of weapons. small would be 1x1, medium 2x2 and large 3x3.
Private: solders rocket launcher. hold for small rockets in its clip, cannot damage structures and does 50% less damage to self, also launches targets caught into the explosion, including the user, allowing for rocket jumps. the rockets also move a lot slower compared to other rockets. reloaded with rocket belts. which hold 4 rockets each. cannot accept other attachments.
Scotsman: demo's grenade launcher. uses pill belts to reload, which hold six pills each, they deal structural damage and are fired in an arc. after being fired they wait 3 seconds before exploding. but will explode instantly on a direct hit. can't accept other attachments.
Negotiator: the shotgun used by the pryo, engineer, heavy, and solider classes. uses shell belts to reload. 6 shells per belt. can accept tactical and muzzle attachments. it deals a substantial bit of knock back. can be used as a secondary weapon.
Reliable: the pistol used by the scout and engineer classes. uses pistol mags to refill ammo. has 12 shots per clip and fires semi auto. deals small damage but has a low degrade chance and is very accurate.
Flamer: the pryos flamethrower. uses propane tanks as ammo, which can be found in gas stations which can be refilled with mercenary ammo crates.. holding down the trigger a jet of flame will shoot out of the end into a cone shape. this will do damage and inflict a after-burn status effect which will deal damage over time. it also has a second attack, the air blast which emits a powerful jet of air. this reflect things like rockets, grenades, or sticky-bombs. it can also push zombies and players back. useful to get out a tight situation.
Sasha: heavies mini-gun, it deals low player damage and medium zombie damage, but it fires incredibly fast, it eats through its ammo capacity quickly. requiring long and frequent reloads. it takes mini-gun drums as ammo.
Sandvich: not a shooting weapon but a notable addition to the arsenal any survivor. it takes a while to eat but restores 50% hp and 100% food and water. effective but rare to find.
Highlander: A huge two handed sword, it deals a hefty amount of damage. which increases after a kill, up of a stack of 50% increase in damage. the users eye will glow after killing something and stop with the buff.
Resistance: the demo man's sticky-bomb launcher. it shoots the sticky bomb in an arch which changes the more the weapon is charged. after shot the sticky-bomb must wait 0.5 seconds before the bomb can be detonated. it cannot damage structures.
Outbacker: the sniper's sniper rifle, deals moderate damage, bolt action, has a permanently attached 6x scope and laser sight. press mouse 2 to toggle zoom, which charges a shot and increases its damage, and it deals 3x damage on a head-shot. a fully charged head-shot is usually a 1 hit kill. uses sniper loops for ammo, each holding 5 shots.
Aussie: the snipers SMG, decently fast RPM, and good DPS. but its main upside is its high accuracy. making it effective at long distance. uses SMG magazines each holds 20 bullets.
Heatmaker: a version of the Outbacker, but it's the hitman's heatmaker. it doesn't have a focus skill but it allows you to steady the scope for much longer. and it also has a permanent suppressor. uses sniper loops for ammo.
Assassin: the cleaners carbine, has infinite suppressor and uses SMG magazines. and is the same stat wise except for slightly lower damage.
Backlash: the scouts scattergun, an effective close quarters weapon. it works as a hybrid of a double barrel and lever action. you can fire to shots before you must rack the lever to reload two shells. it can be used as a secondary weapon. uses the shell belts that the negotiator uses.
Frenchman: the spy's revolver. six-shot double-action revolver deals hefty damage after each shot. but has a very big recoil bloom. uses Frenchman clips. cannot damage structures.
Betrayer: a unique butterfly knife. based on the one the spy uses. deals normal knife damage if attacking the front. When attacking from the rear, it does six times the target's health. an effective one-shot. it will not do this to "special" boss zombies. (kaiser, secret pirate boss, etc). in trade-off it has a very short melee range. only a tad bit longer than you normal fists. so just watch you back.
Napalm grenades: an unturned exclusive weapon, upon being thrown it will engulf an area in flames that deal damage and apply after-burn. it lingers for 10 seconds. they look like the grenades the pryo wears but never uses.
Fixer-up-er: the engineer wrench. can repair vehicles and buildings (engineer) by attacking them. can be used instead of a blowtorch to craft metal goods. Crafted with 5 scrap metal and a blowtorch.
Mannco brand sentry: these can be found in three variations. level 1 (uncommon) level 2 (rare) level 3 (epic). the level 1 fires 3 bullets per second, the level 2 fires 6 bullets per second, the level 3 fires 6 bullets per second and will fire a four rocket salvo (rockets are the same as the private). these will target any player with a negative reputation value, as well as zombies. you need to place ammo into the sentry for it to fire. categorized as a barricade
Mannco brand Teleporter: a useful item for both single-player and multiplayer. this allows you to teleport very long distances. you have to link the entrance and exit. anyone can take the Teleporter. it's considered a weapon because if someone is standing on the exit when someone enters the person on the exit would be telefragged. resulting in an instant kill. which would only serve to create some funny moments (guy, who after raiding a base [solo] decides to camp the owner's exit for when he gets back, gets telefragged, because he was standing on the teleported, by the unaware owner, saving his base from the raid). categorized as a barricade.
these will all spawn in the mercenary loot pool. along with their uniforms. and other items.
very slow movement speed, but greatly increased armor. decent inventory size. big enough to hold ammo and food. includes a vest,
slightly slower movement speed, but a goodly bit of damage resistance. 20% resistance to your own explosions. also has a helmet which has the same damage resistance specs as a military helmet
faster movement speed than the soldier but slower than normal, a little less damage resistance than normal. 20% damage resistance against enemy explosives. also includes a vest
complete immunity to fire damage excluding Easter island's lava. same speed as the soldier uniform. includes a gas mask.
armor has a little slower movement speed for a little more armor. has more pocket space than the medic's uniform.
faster movement speed than normal, but the same defense as the engineers. also allows for a passive health regeneration, which increases the longer you go without damage.
increased weapon accuracy and faster bolt racking. low armor and normal movement speed
Massive shirt storage space, but minimal storage space everywhere else (because in TF2 lore the spy keeps all of his weapons in one pocket) the watch (a gadget) allows the user to become invisible. along with a disguise kit to transform into other players and zombies. but you take increased fire damage. and is expensive to repair. (they spy's suit is also expensive)
small storage space. that but you move a lot faster, and can (if you wear the full set) double jump.
Saxton's hales pant. increases fist damage. the description reads "please let there be pants" (a reference to a scene form jungle inferno update.
I didn't give stats to these items so they could be balanced you guys, because i have no idea how damage scaling works in unturned and i don't want to.
Hi all, just wanted to let you know that my role as WM with Fandom is over 6th March. If there is anything I can do for this community beforehand, please reach out during this time.
Best of luck with the wiki and to its community in the future!
I figured out how to make the Spec Ops Helmet appear naturally in both Germany and Russia maps, although after doing some investigation into .dat files in "Unturned/Bundles/Spawns/Items" folder with some help from Bash's "grep" command:
grep -R --include "*.dat" "[^0-z]1525" .
Since it only appears in Washington and PEI spawn files so far, I had to use the Spec Ops Vest's ID to search for other spawn files.
The file to be edited turned out to be "Special_Low_Clothes.dat" which includes every Spec Ops clothing except the helmet and is referred to by four separate spawn pathways, two for each map.
The instructions are as follows.
- Open the "Special_Low_Clothes.dat" file with any text editor.
- Change the "Tables" value from 5 to 6.
- Add "Table_5_Asset_ID 1525" and "Table_5_Weight 10" in new lines below all previous ones.
- Save file and play.
ist ein bisschen länger als ich
there is an area both in the deadzone in the main deadzone and the mall where there are doors locked bt keycards. where do i find a keycard to open the door? or do i have to breach it? I could use some help on this.
Looks like an M1911 and is a ideal military pistol choice.
Has the M1911's insane accuacary.
Almost absloutely silent.
Its suppersor never loses durbility.
Slide locked: you must rack the slide after each shot.
You cannot swap barrel attachments.
Cannot accept sight attachments.
Takes light military ammunition
takes up 2x2 inventory slots
It resembles a MK-2 "Hush Puppy" pistol.
there is a rarer speical forces version, know as Hush-Hush, which can one shot unarmored players on headshot at close range. it can be difirentated from the normal version by the cloth bandages around the suppressor. it takes the same ammuniton.
I've been confused as to why Fighter Jets do not seemingly spawn at all in the hangars of Aerospace Defense Complex.
Thus, I did some experiments.
Initially, I tried resetting Germany and then teleporting straight to A.D.C. 10 times. I cut it short to try different testing methods.
I decided to set the rarity in .dat files for the Fighter Jet and the Olive (Russian) Tank to Common (both were at Legendary beforehand) and tried the above again, but it only made the tank appeared more frequently in map resets.
The same rarity changes did boost the number of jets that appeared in France with that map's resets, however.
So I went and unlocked Germany for editing to see what is going on. There are indeed 2 Fighter Jet spawns in the hangar as claimed, but I thought those spawns might be bugged. I panned the camera to Schwarzwald Military Base and added 30 more jet spawns and 5 more tank spawns for comparison. After saving changes, I kept the rarities for the tank and jet at Common, reset the map and then played the modified map for testing. One-third of the tank spawns had a tank in it, but none of the 30 jet spawns had any jets. I tried resetting the map 2 more times but only some number of tanks appeared in the spawns I created.
That led to me thinking that the jet spawns in Germany may be bugged.
Hello,i have been using this wiki for getting information and times to times i notice there are some errors,like in the "Rifle Clip" post,where the "Makeshift Rifle" is refeared as "Rifle",or the "Flare (barricade)" post,where it doesn't show the crafting recipe. I tried to fix it,but i can't edit so i'm asking the staff responsible for this Fandom Wiki.
Some year ago i provided to this wiki a working download link for the "Antique" version of Unturned, unfortunally it dosen't work anymore when "installed" (even the official you can get on steam by a revert option will display the same game crash error).
Luckily, a god-sent dude provided me a new working link for Unturned Antique, and guess what: its even better, IT HAS EVEN WORKING SOUNDS! Special thanks go to Draglorr, here the new link: https://www.reddit.com/r/unturned/comments/c19h2z/i_fixed_unturned_10/?utm_source=share&utm_medium=ios_app
As an extra, i will provide you a very useful command list that a guy on steam shared to the community: https://steamcommunity.com/sharedfiles/filedetails/?id=1536099837