szf_weapon_rare_spawn: Acts like szf_weapon_spawn and szf_weapon_rare combined, non-expiring rare weapon.szf_weapon_uncommon_spawn Acts like szf_weapon_spawn and szf_weapon_uncommon combined, non-expiring uncommon weapon.szf_weapon_spawn: These weapons won't go away after being picked up or being replaced.szf_weapon_nopickup: Acts like szf_weapon, but pickups will never spawn.szf_weapon_rare: These weapons will always be rare as long as the rare weapon cap per round (as of writing this, 15) has not been reached.szf_weapon_uncommon: These weapons will always be uncommon.szf_weapon_common: These weapons will always be common.szf_weapon: These weapons can be anything.Then, you need to give it an specific name to make them work. In order to make a weapon grabbable for the mode, you have to place a prop_dynamic entity and set any model, but models/weapons/c_models/c_shotgun/c_shotgun.mdl is commonly used. Static: Weapons that can't be found randomly, but maps could force set it.Uncommon: Weapons that can be found outside of spawn rooms.Common: Weapons that can be found anywhere, both inside and outside spawn rooms.Weapon pickups in SZF come in 5 rarities: This is last updated for 4.1.4.441 Weapons This document explains how to create SZF maps by using entities and logic plugin uses, this assumes you know how to use Hammer Editor at a basic level.