M1911 Pistol

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Project ZomboidItemsWeaponsFirearmsM1911 Pistol
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M1911 Pistol
Handgun02 Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
One-handed
Slot attached
Holster
Skill
Ammunition
Magazine size
7
Properties
Max condition
10
Performance
Damage
1–1.4
Door damage
5
Range
0.61–8
Accuracy
40
Recoil
25
Noise radius
50
Knockback
0.3
Knockdown
2
Aiming time
20
Reload time
30
Crit chance
20%
Technical
Item ID
Base.Pistol2

A M1911 pistol is a semi-automatic pistol-caliber handgun chambered in .45 auto round, fed by a 7 round magazine. The weapon can be attached to a holster or double holster for quick access and weight reduction.

Usage

Pros Cons
  • Faster reload than a gun that does not use magazines.
  • Higher capacity than revolvers.
  • Can jam.
  • Lower capacity compared to other semi-automatic pistols.
  • Requires magazines.

Drive-by shooting

All guns have the ability to shoot from vehicles. First press V, which opens the vehicle radial menu and open your window. Aim and fire. Drivers and passengers are all able to use this ability at the cost of reduced accuracy while the vehicle is moving. The driver cannot control the vehicle while aiming, it's recommended to cruise at a safe speed and make sure there are no obstacles that can cause a crash while you're driving and shooting.

Attachments

Breaking doors

It can be used to bash down doors, dealing 5 damage per hit.

Condition

Below is an example of the chance of losing durability at different levels of maintenance and firearm levels.

For how this is calculated, see: Condition
Maintenance skill Weapon skill Condition lower chance
0 0 1/60 (2%)
0 4 1/62 (2%)
0 8 1/64 (2%)
4 0 1/64 (2%)
8 0 1/68 (1%)
4 4 1/66 (2%)
4 8 1/68 (1%)
8 8 1/72 (1%)
10 10 1/74 (1%)

Distribution

The loot distributions can be found in the table(s) below.

Pistol2 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
Bag_WeaponBag Bag_WeaponBag 7.86%
GunCache1 Bag_DuffelBagTINT 76.55%
GunCache1 GunBox 41.14%
GunCache1 counter 15.1%
GunCache2 Bag_DuffelBagTINT 51.57%
GunCache2 GunBox 76.55%
PistolCase2 PistolCase2 120.41%
SafehouseLoot counter 15.1%
SafehouseLoot crate 15.1%
SafehouseLoot metal_shelves 15.1%
SafehouseLoot wardrobe 15.1%
SurvivorCache1 counter 15.1%
SurvivorCache2 counter 15.1%
all dresser 1.65%
all locker 3.51%
all militarycrate 23.28%
all militarylocker 23.28%
armystorage locker 23.28%
armystorage metal_shelves 23.28%
armysurplus displaycase 15.1%
bedroom desk 1.65%
bedroom dresser 1.87%
bedroom locker 3.51%
bedroom sidetable 1.65%
druglab metal_shelves 15.1%
garagestorage locker 15.1%
gunstore displaycase 15.1%
gunstorestorage crate 15.1%
hunting displaycase 15.1%
hunting locker 15.1%
pawnshop displaycase 15.1%
Vehicles
Type Container Effective chance
Carpenter Glove Box 0.77%
Construction Worker Glove Box 0.77%
Distillery Glove Box 0.77%
Electrician Glove Box 0.77%
Farmer Glove Box 0.77%
Fire Glove Box 0.77%
Fisherman Glove Box 0.77%
Fossoil Glove Box 0.77%
All Glove Box 0.77%
Golf Glove Box 0.77%
Heralds Glove Box 0.77%
Hunter Glove Box 0.77%
Mass Gen Fac Glove Box 0.77%
McCoy Glove Box 0.77%
Metal Welder Glove Box 0.77%
Painter Glove Box 0.77%
Postal Glove Box 0.77%
Radio Glove Box 0.77%
Ranger Glove Box 0.77%
Spiffo Glove Box 0.77%
Survivalist Glove Box 4.01%
Transit Glove Box 0.77%
Zombie
Outfit Days survived Chance
Police
PoliceState
PoliceRiot
PrisonGuard
PrivateMilitia
0 50

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item Pistol2
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	8,
        WeaponSprite	=	Handgun02,
        SoundVolume	=	50,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	1.5,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	5,
        UseEndurance	=	FALSE,
        SwingAnim	=	Handgun,
        DisplayName	=	M1911 Pistol,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M1911BringToBear,
        SwingSound	=	M1911Shoot,
        HitSound = BulletHitBody,
		ClickSound = M1911Jam,
        SoundRadius	=	50,
        MinDamage	=	1,
        MaxDamage	=	1.4,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	HandGun2,
        RunAnim	=	Run_Weapon2,
        CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 40,
        AimingPerkHitChanceModifier = 10,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 25,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 20,
        BreakSound = M1911Break,
        MetalValue = 30,
        AmmoBox = Bullets45Box,
        MaxAmmo = 7,
		EquipSound = M1911Equip,
		UnequipSound = M1911UnEquip,
        InsertAmmoSound = M1911InsertAmmo,
        EjectAmmoSound = M1911EjectAmmo,
		InsertAmmoStartSound = M1911InsertAmmoStart,
		InsertAmmoStopSound = M1911InsertAmmoStop,
		EjectAmmoStartSound = M1911EjectAmmoStart,
		EjectAmmoStopSound = M1911EjectAmmoStop,
        ShellFallSound = M1911CartridgeFall,
        RackSound = M1911Rack,
        MagazineType = Base.45Clip,
        AmmoType = Base.Bullets45,
        WeaponReloadType = handgun,
        JamGunChance = 2,
        AttachmentType = Holster,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = GunLight GunLight gunlight gunlight,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = Laser Laser laser laser,
        StopPower = 7,
    }

See also