Sentry Assets

Sentries (localized as “robotic turrets”) are placeables that can automatically detect, track, and attack target under certain conditions. Storing a ranged weapon inside a sentry allows it to use that weapon when attacking target.

This inherits the StorageAsset class.

Item Asset Properties

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Sentry)

Useable enum (Barricade)

Build enum (Sentry, Sentry_Freeform)

ID uint16: Must be a unique identifier.

Sentry Asset Properties

Detection_Radius float: Radius for initially detecting targets, in meters. Defaults to 48.

Mode enum (Friendly, Neutral, Hostile): The sentry’s “Mode” determines what the sentry considers a valid target. Defaults to Mode Neutral.

Infinite_Ammo bool: Whether or not the magazine attachments in the stored ranged weapon should be depleted during use. If true, the ranged weapon has infinite ammo and any attached magazine attachment will not be depleted during use. Defaults to false.

Infinite_Quality bool: Whether or not the stored ranged weapon should degrade during use. If true, the ranged weapon’s quality will not degrade during use. Defaults to false.

Requires_Power bool: Whether or not the sentry requires power from a generator. If true, the sentry must be powered in order for it to detect, track, and attack targets. Defaults to true.

Target_Acquired_Effect Asset Pointer: The audio effect played when a target is detected. Defaults to ab5f0056b54545c8a051159659da8bea.

Target_Lost_Effect Asset Pointer: The audio effect played when a target is no longer detected. Defaults to 288b98b718084699ba3653c592e57803.

Target_Loss_Radius float: Radius for continuing to track targets after they have left the initial detection radius, in meters. Defaults to Detection_Radius * 1.2f (i.e., 20% higher than Detection_Radius).