M14 Rifle

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M14 Rifle
M14 Rifle
M14 Rifle M14 Clip .308 Rounds
General
Category Weapon
Weight
Heavy Load
4
Equipped Two-handed
Condition max. 10
Attachment Back
Characteristics
Ammo type RifleAmmo308loose.png
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 compared to the bolt-action MSR700/788 rifles it is more effective against larger groups of enemies with its 20 round clip and excellent hit chance, topped with decent 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 and textures in the game hinting at the possiblity of attaching a bayonet + flashlight and even improvised versions with a bayonet made from a kitchen knife and a simple flashlight taped under the barrel. However none of this is in-game yet. A preview image can be seen in the gallery below.
  • Initially, the M14 rifle in game had a model based on the Ruger Mini-14 rifle, but the model has been altered later on. The old model can still be found in the game files.

Gallery

Code

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

Retrieved
Version 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
Version 41.65
    fixing Fix AssaultRifle2
    {
       Require : AssaultRifle2,

       Fixer : AssaultRifle2; Aiming=5,
    }

See also


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