M9 Pistol

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M9 Pistol
Handgun03 Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
One-handed
Slot attached
Holster
Skill
Ammunition
Magazine size
15
Properties
Max condition
10
Performance
Damage
0.6–1
Range
0.61–7
Accuracy
50
Recoil
20
Noise radius
50
Knockback
0.3
Knockdown
2
Aiming time
15
Reload time
30
Technical
Item ID
Base.Pistol

A M9 pistol, previously just pistol, is a type of weapon in Project Zomboid.

Usage

The M9 pistol is a 9mm caliber pistol, with good accuracy and low noise for a firearm.

Reloading

The M9 pistol requires using a 15 round capacity 9mm magazine. Like other firearms, the M9 pistol can be reloaded with R. If given enough time, the player will automatically rack the firearm, thus transferring a round into the chamber. If not, the firearm must be racked manually (default: X). Once racked once, the firearm will not need to be racked again, until a new magazine is inserted. If racked while a round is already in the chamber, the round will be ejected and placed into the player's inventory. To avoid using the contextual menu in the inventory, the M9 pistol can be reloaded, racked or unloaded by holding R and selecting the desired action.

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

Attachments can be attached to firearms with the use of a screwdriver. When you have the screwdriver and desired attachment, right-click the M9 Pistol in your inventory, select "Upgrade" and select the attachment you want to use. Attachments can be removed from firearms in the same manner they are attached. There are four different types of attachments that can be added to pistols.

Condition

The M9 pistol is a firearm, therefore being influenced by the firearm skills: aiming and reloading. It has a maximum condition of 10 and will be damaged depending on the player's aiming skill. The chance of losing durability is: 1 in (60 + aiming x 2).

Repairing

M9 pistol requires a minimum of 3 aiming, and another M9 pistol. The aiming skill determines how much will be repaired and chance of being successful.

It should be noted that repairing the M9 pistol makes following repairs less likely to succeed and can, if repaired numerous times, cause reduced durability instead of increased.

Distribution

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

Pistol distribution Show / Hide
Containers
Building / Room Container Rolls Chance
Not referenced PlankStashGun 4 8.0
SafehouseLoot counter 4 8.0
all Bag_DuffelBagTINT 4 50.0
all Bag_WeaponBag 2 8.0
all GunBox 4 20.0
all Outfit_Biker 1 8.0
all PistolCase1 1 200.0
all dresser 4 0.05
armysurplus displaycase 4 8.0
bedroom desk 4 0.05
bedroom dresser 4 0.5
bedroom sidetable 4 0.05
druglab metal_shelves 4 8.0
drugshack crate 4 8.0
garagestorage locker 4 8.0
kitchen counter 4 0.01
office desk 4 0.1
pawnshop displaycase 4 8.0
policestorage locker 4 20.0
policestorage locker 4 10.0
security locker 4 10.0
Vehicles
Vehicle Type/Location Rolls Chance
CarpenterGloveBox 1 0.8
ConstructionWorkerGloveBox 1 0.8
DistilleryGloveBox 1 0.8
ElectricianGloveBox 1 0.8
FarmerGloveBox 1 0.8
FireGloveBox 1 0.8
FishermanGloveBox 1 0.8
FossoilGloveBox 1 0.8
GloveBox 1 0.8
GolfGloveBox 1 0.8
HeraldsGloveBox 1 0.8
HunterGloveBox 1 0.8
MassGenFacGloveBox 1 0.8
McCoyGloveBox 1 0.8
MetalWelderGloveBox 1 0.8
PainterGloveBox 1 0.8
PoliceGloveBox 1 20
PoliceTruckBed 4 10
PostalGloveBox 1 0.8
RadioGloveBox 1 0.8
RangerGloveBox 1 0.8
SpiffoGloveBox 1 0.8
SurvivalistGlovebox 1 8
TransitGloveBox 1 0.8

The M9 pistol can be found almost anywhere, albeit rarely. It can usually be found inside of cabinets, storage crates, wardrobes, dressers, and other similar containers. It cannot be found inside of refrigerators, although it may rarely be found on zombies.

Trivia

  • The weapon itself is heavily based on the Beretta 92FS. "M9" is the specific designation for the 92FS by US military personnel, and thus shares similarities both in appearance and in specifications to its real life counterpart, such as the magazine capacity of 15 rounds chambered in 9mm or its semi-auto capability.

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 Pistol
	{
	    DisplayCategory = Weapon,
		ImpactSound	=	null,
		MaxRange	=	7,
		WeaponSprite	=	Handgun03,
		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	=	1.5,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		MaxHitCount	=	1,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		DisplayName	=	M9 Pistol,
		MinRange	=	0.61,
		SwingTime	=	0.5,
		MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M9BringToBear,
		SwingSound	=	M9Shoot,
		HitSound = BulletHitBody,
		ClickSound = M9Jam,
		SoundRadius	=	40,
		MinDamage	=	0.6,
		MaxDamage	=	1,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		Icon	=	HandGun3,
		RunAnim	=	Run_Weapon2,
		CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 50,
        AimingPerkHitChanceModifier = 8,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 20,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 15,
        BreakSound = M9Break,
        MetalValue = 30,
        AmmoBox = Bullets9mmBox,
        MaxAmmo = 15,
		EquipSound = M9Equip,
		UnequipSound = M9UnEquip,
        InsertAmmoSound = M9InsertAmmo,
        EjectAmmoSound = M9EjectAmmo,
		InsertAmmoStartSound = M9InsertAmmoStart,
		InsertAmmoStopSound = M9InsertAmmoStop,
		EjectAmmoStartSound = M9EjectAmmoStart,
		EjectAmmoStopSound = M9EjectAmmoStop,
        ShellFallSound = M9CartridgeFall,
        RackSound = M9Rack,
        MagazineType = Base.9mmClip,
        AmmoType = Base.Bullets9mm,
        WeaponReloadType = handgun,
        JamGunChance = 2,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = GunLight GunLight gunlight gunlight,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = Laser Laser laser laser,
        AttachmentType = Holster,
        StopPower = 5,
	}

See also