Structure Assetsļ
Structures are created from the ItemStructureAsset class. They can be placed by players. Some structure pieces require another structure piece in order to be placed.
This inherits the PlaceableAsset class.
Item Asset Propertiesļ
GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (Structure
): When intending to use a child class, refer to that classās documentation instead for the proper enumerator to use.
Useable enum (Structure
)
Construct enum (Floor
, Floor_Poly
, Pillar
, Post
, Rampart
, Roof
, Roof_Poly
, Wall
): Determines how this structure can be placed, and how other structure pieces can snap to it.
ID uint16: Must be a unique identifier.
InventoryAudio Master Bundle Pointer: See ItemAsset for full documentation. Defaults to Sounds/Inventory/SmallMetal.asset
if the name contains the word āMetalā, to Sounds/Inventory/LightMetalEquipment.asset
if either Size_X
or Size_Y
value is equal to 1, to Sounds/Inventory/MediumMetalEquipment.asset
if either Size_X
or Size_Y
value is less than or equal to 2, or Sounds/Inventory/HeavyMetalEquipment.asset
if none of the criteria is met.
Structure Asset Propertiesļ
Armor_Tier enum (Low
, High
): Armor is a multiplier on damage received. A structureās armor tier can either be low-tier or high-tier. By default, structures with low-tier armor take 100% of the damage they receive, while structures with high-tier armor take 50% of the damage they receive. These multipliers can be configured in the gameplay config. Defaults to low-tier, except when the structureās name contains the word āMetalā or āBrickā.
Can_Be_Damaged bool: If true, this structure can be damaged. Defaults to true.
Can_Zombies_Target bool: If true, this item is eligible for zombies to detect and attack when stuck. Defaults to true.
Eligible_For_Pooling bool: If true, this structure is eligible for object pooling. Some structures may not reset properly when pooling is enabled. Defaults to true.
Explosion GUID or uint16: GUID or legacy ID of EffectAsset to play when destroyed.
Foliage_Cut_Radius float: In meters, the radius around the structure where foliage is removed. Defaults to 6.
Has_Clip_Prefab bool: Whether or not the structure has a Clip.prefab. If the structure should use the same prefab on the server as on the client, set to false. For example, most official content uses Has_Clip_Prefab false
. Defaults to true.
Health uint16: Total health value. Defaults to 0.
PlacementAudioClip Master Bundle Pointer: AudioClip to play when the structure is placed.
PlacementPreviewPrefab Master Bundle Pointer: Overrides the placement preview model spawned when this item is held.
Proof_Explosion flag: Immune to area-of-effect explosive damage.
Range float: In meters, the maximum distance away the structure can be placed from the player.
Salvage_Duration_Multiplier float: Multiplier on how long it takes to salvage this structure. Setting this to a larger number will cause salvaging to take longer. Defaults to 1.
Terrain_Test_Height float: Length of the raycast downward from the pivot to check if the floor is above terrain. This is the maximum distance a floor can be placed above terrain, in meters. Defaults to 10.
Unpickupable flag: Disables the ability to pick up a placed structure.
Unrepairable flag: Cannot be repaired by a MeleeAsset with the Repair
flag. For example, the Blowtorch would not be able to repair this structure.
Unsalvageable flag: Salvaging a damaged structure yields no partial resources.
Unsaveable flag: This structure is excluded from being saved.
Vulnerable flag: The structure can be damaged by lower-power weapons that do not have the Invulnerable
flag.
Requires_Pillars bool: Whether or not a valid wall placement requires pillars. If true, two pillars are required for a valid placement. Defaults to true.