M16 Assault Rifle

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Project ZomboidItemsWeaponsFirearmsM16 Assault Rifle
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M16 Assault Rifle
M16 AssaultRifle Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
4
Equipped
Two-handed
Slot attached
Back
Skill
Ammunition
RifleAmmo308loose.png
Magazine size
30
Properties
Max condition
15
Performance
Damage
0.8–1.4
Range
0.61–11
Accuracy
20
Recoil
0
Noise radius
70
Knockback
0.5
Knockdown
4
Aiming time
25
Reload time
25
Technical
Item ID
Base.AssaultRifle

A M16 assault rifle is an automatic military grade firearm. It is a two-handed weapon and can be attached to the back of a character to reduce encumbrance.

Usage

The M16 Assault rifle is a selective fire automatic firearm capable of switching between auto fire and single fire modes, utilizing 5.56mm Magazines as ammo. It can hit up to two targets at a time, as well as pierce through targets. However, because of its high rate of fire, the rifle is much more likely to jam on the player than other firearms, and as a result it consumes ammo faster than another other firearm in the game. Similar to other firearms, it can be racked to clear a jam by pressing X.

Due to its high rate of fire and powerful 5.56mm rounds, the weapon is very difficult to utilize effectively for low aim level players. It's recommended for a skilled player with player with + in Aiming. This weapon and its auto fire mode can neutralize large numbers of Zombies with haste on par with Shotguns at the expense of ammo consumption, as how much ammo is used effectively is highly dependent on the aiming level of the player.

Fire modes

This rifle features two modes of operation: Single and Automatic Fire. This can be toggled between using the right click context menu on the weapon.

  • Single Fire: The rifle only fires off one shot and requires another trigger push to shoot again.
  • Auto Fire: The rifle will continue to fire shots as long as the trigger is held down. It is worth noting that this weapon has no recoil delay.

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

The M16 Assault rifle can be fitted with the following attachments with the use of a screwdriver:

  • Iron Sight ScopeIronSight.png: Increases maximum firing range by 3 tiles.
  • x2 Scope Scope2x.png: Increases minimum firing range by 6 tiles and maximum firing range by 7 tiles.
  • x4 Scope Scope4x.png: Increases minimum firing range by 8 tiles and maximum firing range by 13 tiles.
  • x8 Scope Scope8x.png: Increases minimum firing range by 10 tiles and maximum firing range by 20 tiles.
  • Laser HandgunLaser.png: Increases base hit chance by 5%.
  • Recoil Pad RifleRecoilPad.png: Reduces recoil.
  • Red Dot RedDot.png: Increases aiming speed.

To install these attachments, ensure that you have a screwdriver in your inventory, right-click the M16 you want to modify, click on 'Upgrade' and pick the attachment you want to install.

Condition

The M16 assault rifle is a firearm As such, the durability of the weapon is dependent on the player's aiming skill. This weapon's chance of losing durability is: 1 in (60 + aiming x 2)

Repairing

Requires level 5 Aiming and another M16 assault rifle to repair with. The higher the aiming skill is, the chances of a better and successful repair go up. Remember that with each consecutive repair, the amount of durability restored decreases.

Distribution

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

AssaultRifle distribution Show / Hide
Containers
Building / Room Container Rolls Chance
SafehouseLoot counter 4 2.0
all locker 4 0.005
all militarycrate 4 2.0
druglab metal_shelves 4 2.0
pawnshopoffice locker 4 2.0

Buildings

This weapon can be found in military bases inside of the armory, especially at the military camp southwest of Louisville, or in rare drops in gun stores as a special display. It does not spawn in vehicles or on zombies.

Trivia

  • There are models in the game hinting at the possibility of attaching a bayonet + flashlight, and even an improvised version. However, none of this is in-game yet.

Gallery

Code

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

Item
Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item AssaultRifle
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	11,
        WeaponSprite	=	AssaultRifle,
        SoundVolume	=	35,
        MinAngle	=	0.965,
        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	=	2,
        PiercingBullets = TRUE,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M16 Assault Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M16BringToBear,
        SwingSound	=	M16Shoot,
        HitSound = BulletHitBody,
		ClickSound = M16Jam,
        SoundRadius	=	70,
        MinDamage	=	0.8,
        MaxDamage	=	1.4,
        SplatSize	=	3,
        KnockdownMod	=	4,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	AssaultRifle,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 25,
        CritDmgMultiplier = 10,
        AimingPerkCritModifier = 12,
        HitChance = 20,
        AimingPerkHitChanceModifier = 7,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 25,
        RequiresEquippedBothHands = TRUE,
        BreakSound = M16Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        AmmoBox = 556Box,
        MaxAmmo = 30,
		EquipSound = M16Equip,
		UnequipSound = M16UnEquip,
        InsertAmmoSound = M16InsertAmmo,
        EjectAmmoSound = M16EjectAmmo,
		InsertAmmoStartSound = M16InsertAmmoStart,
		InsertAmmoStopSound = M16InsertAmmoStop,
		EjectAmmoStartSound = M16EjectAmmoStart,
		EjectAmmoStopSound = M16EjectAmmoStop,
        ShellFallSound = M16CartridgeFall,
        RackSound = M16Rack,
        MagazineType = Base.556Clip,
        AmmoType = Base.556Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 2,
        AttachmentType = Rifle,
        FireMode = Auto,
        FireModePossibilities = Auto/Single,
        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
Source: ProjectZomboid\media\scripts\fixing.txt

Retrieved: Build 41.78.16
fixing Fix Assault Rifle
    {
       Require : AssaultRifle,

       Fixer : AssaultRifle; Aiming=5,
    }

See also