Barricade Assetsļƒ

Barricades can be placed by players.

This inherits the PlaceableAsset class.

Item Asset Propertiesļƒ

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Barricade): When intending to use a child class, refer to that classā€™s documentation instead for the proper enumerator to use.

Useable enum (Barricade)

Build enum (Barrel_Rain, Barricade, Barricade_Wall, Beacon, Bed, Cage, Campfire, Charge, Claim, Clock, Door, Farm, Fortification, Freeform, Gate, Generator, Glass, Hatch, Ladder, Library, Mannequin, Note, Oil, Oven, Oxygenator, Safezone, Sentry_Freeform, Sentry, Shutter, Sign_Wall, Sign, Spike, Spot, Stereo, Storage_Wall, Storage, Tank, Torch, Vehicle, Wire): Some values may not function properly without using a child class instead. When intending to use a child class, refer to that classā€™s documentation instead for the proper enumerator to use.

ID uint16: Must be a unique identifier.

InventoryAudio Master Bundle Pointer: See ItemAsset for full documentation. Defaults to Sounds/Inventory/Seeds.asset if the name contains the word ā€œSeedā€, to Sounds/Inventory/SmallMetal.asset if the name contains the word ā€œMetalā€, 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.

Barricade Asset Propertiesļƒ

Allow_Collision_While_Animating bool: Whether or not animated interactables should have collision during their animation. If true, animated colliders are enabled while playing the animation even when a player is overlapping. Be wary when enabling this, as it can allow for physics-based exploits such as those involving doors. Defaults to false.

Allow_Placement_Inside_Clip_Volumes bool: If true, the barricade can be placed inside of player clip volumes. Defaults to false, except when using Build Charge.

Allow_Placement_On_Vehicle bool: If true, this barricade can be placed on vehicles. Defaults to true, except when using Build Bed, Build Sentry, or Build Sentry_Freeform.

Armor_Tier enum (Low, High): Barricade armor can either be low-tier or high-tier. Defaults to low-tier, except when the barricadeā€™s name contains the word ā€œMetalā€. By default, barricades with low-tier armor take 100% of the damage they receive, while barricades with high-tier armor take 50% of the damage they receive. These multipliers can be configured in the gameplay config.

Bypass_Claim bool: When true, this can be placed inside someone elseā€™s claimed area. This property used to be a flag, and using it as such is still supported.

Bypass_Pickup_Ownership bool: If true, non-owners of the placed barricade can pick it up. Defaults to false, except when using Build Charge.

Can_Be_Damaged bool: If true, this barricade can be damaged. Defaults to true.

CanVehicleHookWhileAttached bool: By default, vehicles with ā€œhooksā€ (such as the Skycrane) cannot pick up vehicles with barricades attached. If all barricades on the vehicle set this to true then the vehicle can be picked up. Defaults to false.

Warning

In the 3.24.7.0 update notes CanVehicleHookWhileAttached was mistakenly referred to as CanParentVehicleBePickedUp. In the next update both properties will work, but for the meantime CanVehicleHookWhileAttached should be used instead.

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 barricade is eligible for object pooling. Some barricades may not reset properly when pooling is enabled. Defaults to true, except when using Build Beacon.

Explosion GUID or uint16: GUID or legacy ID of EffectAsset to play when destroyed. When using Build Vehicle, this is instead the GUID or legacy ID of the vehicle that should be spawned.

Has_Clip_Prefab bool: Whether or not the barricade has a Clip.prefab. If the barricade 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.

Locked flag: Only the placed barricadeā€™s owner(s) can interact with it.

Offset float: In meters, the distance above the ground the barricade is placed.

PlacementAudioClip Master Bundle Pointer: AudioClip to play when the barricade 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.

Radius float: In meters, the radius around the barricade the must be clear in order for it to be placeable.

Range float: In meters, the maximum distance away the barricade can be placed from the player.

Salvage_Duration_Multiplier float: Multiplier on how long it takes to salvage this barricade. Setting this to a larger number will cause salvaging to take longer. Defaults to 1.

Unpickupable flag: Disables the ability to pick up a placed barricade. For example, the Horde Beacon uses this flag.

Unrepairable flag: Cannot be repaired by a MeleeAsset with the Repair flag. For example, the Blowtorch would not be able to repair this barricade.

Unsalvageable flag: Salvaging a damaged barricade yields no partial resources. For example, small glass plates use this flag.

Unsaveable flag: This barricade is excluded from being saved. For example, carepackages use this flag.

Use_Water_Height_Transparent_Sort flag: Useful for transparent barricades, such as glass.

Vulnerable flag: The barricade can be damaged by lower-power weapons that do not have the Invulnerable flag.