Structure Assetsļ
Structures 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.