M14 Rifle: Difference between revisions

From PZwiki
(Updated this page to reflect the same level of detail as in the other firearm articles.)
(Though internally classed as a bolt-action, it's semi-automatic. M16 is internally classed as bolt-action as well. Probably some weird engine quirks.)
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A '''M14 Rifle''' is a bolt action rifle. It is a two handed weapon and can be attached to the back of a character to reduce weight.
A '''M14 Rifle''' is a semi-automatic rifle. It is a two handed weapon and can be attached to the back of a character to reduce weight.
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===Weapon===
===Weapon===
The M14 Rifle is a single shot bolt action rifle, utilizing [[Magazine_(firearms)|M14 (.308) Clips]] as ammo.  
The M14 Rifle is a semi-automatic rifle, utilizing [[Magazine_(firearms)|M14 (.308) Clips]] as ammo.
It can only hit one target at a time and does not pierce through targets.
It can only hit one target at a time and does not pierce through targets.
The bolt action mechanism does not need to be racked after every shot.
Should the rifle jam on the player, press {{key|X}} to rack it and unjam it.
Should the rifle jam on the player, press {{key|X}} to rack it and unjam it.


The M14 might not seem all that impressive statisically speaking, but as a rifle against the MSR700/788, it is a substantially better rifle with it's 20 round clip and excellent hit chance, topped with a tight damage and low jamming chance.
The M14 might not seem all that impressive statisically speaking, but as a rifle against the MSR700/788, it is a substantially better rifle with it's 20 round clip and excellent hit chance, topped with a tight damage and low jamming chance.
Unlike the bolt-action rifles the M14 also does not need to be manually racked after firing, allowing for faster followup shots.
The M14 excels in dispatching small packs of hordes at range.
The M14 excels in dispatching small packs of hordes at range.
However, this is not a rifle for low level aiming and to be used effectively requires level 5+ aiming.  
However, this is not a rifle for low level aiming and to be used effectively requires level 5+ aiming.  
===Attachments===
===Attachments===
The M14 Assault Rifle can be fitted with the following attachments with the use of a screwdriver:
The M14 Assault Rifle can be fitted with the following attachments with the use of a screwdriver:
*[[X2_Scope|x2]], [[X4_Scope|x4]], [[X8_Scope|x8 Scopes]]: Increases firing range.
*[[X2 Scope|x2]], [[X4 Scope|x4]], [[X8 Scope|x8 Scopes]]: Increases firing range.
*[[Laser]]: Increases Accuracy.
*[[Laser]]: Increases Accuracy.
*[[Recoil_Pad]]: Reduces recoil.  
*[[Recoil Pad]]: Reduces recoil.  
*[[Red_Dot]]: Increases aiming speed.
*[[Red Dot]]: Increases aiming speed.


To install these attachments, ensure that you have a screwdriver in your inventory, right click the M14 you want to modify, click on 'Upgrade' and pick the attachment you want to install.
To install these attachments, ensure that you have a screwdriver in your inventory, right click the M14 you want to modify, click on 'Upgrade' and pick the attachment you want to install.
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==Condition==
==Condition==
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The M14 Rifle is a [[Skills#Firearm|firearm]] As such, the durablity of the weapon is dependent on the player's aiming skill. This weapon's chance of losing durablity is: <code>1 in (60 + aiming x 2)</code>
The M14 Rifle is a [[Skills#Firearm|firearm]] and, as such, the durability of the weapon is dependent on the player's aiming skill. This weapon's chance of losing durablity is: <code>1 in (60 + aiming x 2)</code>.
===Repairing===
===Repairing===
<!--Comment: This uses the code found in the repair file [Zomboid Folder\media\scripts\fixing.txt] which defines what it costs to repair the weapon. The table below is a graphical representation of what is required to repair. -->
<!--Comment: This uses the code found in the repair file [Zomboid Folder\media\scripts\fixing.txt] which defines what it costs to repair the weapon. The table below is a graphical representation of what is required to repair. -->
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==Trivia==
==Trivia==
 
* The M14 was issued to replace the M1 Garand in the late 50's, but was in turn replaced by the M16 in the late 60's. It has remained in limited service for training, sharpshooter roles, and ceremonial use, amongst other purposes.
* There are models in the game hinting at the possiblity of attaching a bayonet + flashlight and even an improvised version. However none of this is in-game yet.
* There are models in the game hinting at the possiblity of attaching a bayonet + flashlight and even an improvised version. However none of this is in-game yet.


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* [[MSR700_Rifle|MSR700 Rifle]]
* [[MSR700_Rifle|MSR700 Rifle]]
* [[MSR788_Rifle|MSR788 Rifle]]
* [[MSR788_Rifle|MSR788 Rifle]]
* [[wikipedia:M14 rifle|M14 Rifle on Wikipedia]]


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Revision as of 05:22, 13 January 2022


M14 Rifle
M14 Rifle
M14 Rifle
General
Category Weapon
Encumbrance
Heavy Load
4
Equipped Two-handed
Condition max. 10
Skill Gunshot
Attachment Back
Characteristics
Ammo type .308 Round
Magazine size 20
Noise radius 70 tiles
Recoil delay 0
Reload time 25
Aiming time 25
Damage
Type Gunshot
Attack speed 0.5
Range 0.61–10 tiles
Damage 1.2–2
Accuracy 50
Knockback 0.5
Technical details
Base ID Base.AssaultRifle2

A M14 Rifle is a semi-automatic rifle. It is a two handed weapon and can be attached to the back of a character to reduce weight.

Usage

Weapon

The M14 Rifle is a semi-automatic rifle, utilizing M14 (.308) Clips as ammo. It can only hit one target at a time and does not pierce through targets. Should the rifle jam on the player, press X to rack it and unjam it.

The M14 might not seem all that impressive statisically speaking, but as a rifle against the MSR700/788, it is a substantially better rifle with it's 20 round clip and excellent hit chance, topped with a tight damage and low jamming chance. Unlike the bolt-action rifles the M14 also does not need to be manually racked after firing, allowing for faster followup shots. The M14 excels in dispatching small packs of hordes at range. However, this is not a rifle for low level aiming and to be used effectively requires level 5+ aiming.

Attachments

The M14 Assault Rifle can be fitted with the following attachments with the use of a screwdriver:

To install these attachments, ensure that you have a screwdriver in your inventory, right click the M14 you want to modify, click on 'Upgrade' and pick the attachment you want to install.

Condition

The M14 Rifle is a firearm and, as such, the durability of the weapon is dependent on the player's aiming skill. This weapon's chance of losing durablity is: 1 in (60 + aiming x 2).

Repairing

Requires level 5 Aiming and another M14 Rifle to repair with. The higher the aiming skill is, the chances of a better and successful repair go up. Remember that with each consective repair, the amount of durablity restored decreases.

Distribution

Buildings

The M14 can be found in police stations, military bases, gun shops, and in rare cases, in rifle cases in homes.

Vehicles

The M14 can also be found in the trunk of police cruisers as well.

Trivia

  • The M14 was issued to replace the M1 Garand in the late 50's, but was in turn replaced by the M16 in the late 60's. It has remained in limited service for training, sharpshooter roles, and ceremonial use, amongst other purposes.
  • There are models in the game hinting at the possiblity of attaching a bayonet + flashlight and even an improvised version. However none of this is in-game yet.

Gallery

Code

From items_weapons.txt (Project Zomboid directory/media/scripts/)

Retrieved: Build 41.65

item AssaultRifle2
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	M14,
        SoundVolume	=	30,
        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	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M14 Single Shot Assault Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M14BringToBear,
        SwingSound = M14Shoot,
        HitSound = BulletHitBody,
		ClickSound = M14Jam,
        SoundRadius	=	70,
        MinDamage	=	1.2,
        MaxDamage	=	2,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	AssaultRifle2,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 0,
        AimingPerkCritModifier = 0,
        HitChance = 50,
        AimingPerkHitChanceModifier = 5,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ClipSize = 20,
        ReloadTime = 25,
        AimingTime = 25,
		EquipSound = M14Equip,
		UnequipSound = M14UnEquip,
        InsertAmmoSound = M14InsertAmmo,
        EjectAmmoSound = M14EjectAmmo,
		InsertAmmoStartSound = M14InsertAmmoStart,
		InsertAmmoStopSound = M14InsertAmmoStop,
		EjectAmmoStartSound = M14EjectAmmoStart,
		EjectAmmoStopSound = M14EjectAmmoStop,
        ShellFallSound = M14CartridgeFall,
        RackSound = M14Rack,
        RequiresEquippedBothHands = TRUE,
        BreakSound = M14Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        MagazineType = Base.M14Clip,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 1,
        AttachmentType = Rifle,
        FireMode = Single,
        AmmoBox = 308Box,
        MaxAmmo = 20,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = x4Scope x4Scope scope scope,
        ModelWeaponPart = x8Scope x8Scope scope scope,
        ModelWeaponPart = IronSight IronSight scope2 scope2,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = Laser Laser laser laser,
        StopPower = 2,
    }
	

Repair

From fixing.txt (Project Zomboid directory/media/scripts/) Retrieved: Build 41.65

    fixing Fix AssaultRifle2
    {
       Require : AssaultRifle2,

       Fixer : AssaultRifle2; Aiming=5,
    }

See also