M1911 Pistol
M1911 Pistol | ||||
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General | ||||
Category | Weapon | |||
Encumbrance | 1.5 | |||
Equipped | One-handed | |||
Condition max. | 10 | |||
Skill | Firearm | |||
Attachment | Holster | |||
Characteristics | ||||
Ammo type | ||||
Magazine size | 7 | |||
Noise radius | 50 tiles | |||
Recoil delay | 25 | |||
Reload time | 30 | |||
Aiming time | 20 | |||
Damage | ||||
Type | Gunshot | |||
Range | 0.61–8 tiles | |||
Damage | 1–1.4 | |||
Crit chance | 20% | |||
Door damage | 5 | |||
Accuracy | 40 | |||
Knockback | 0.3 | |||
Knockdown | 2 | |||
Technical details | ||||
Base ID | Base.Pistol2 | |||
A M1911 pistol is a firearm weapon.
Usage
Weapon
The M1911 pistol is a firearm, utilising a 7 round magazine.
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.
Maintenance skill | Weapon skill | Durability 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%) |
Repairing
Materials that can be used to repair the M1911 pistol, based on first time repairing. Repairing the M1911 pistol makes following repairs less likely to succeed and can, if repaired numerous times, cause reduced durability instead of increased.
Gallery
Code
From items_weapons.txt (Project Zomboid directory/media/scripts/) Retrieved: Build 41.73
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, }