.. _doc_item_asset_barricade: Barricade Assets ================ Barricades are created from the ItemBarricadeAsset class. They can be placed by players or in the level editor. This inherits the :ref:`PlaceableAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Barricade``): When intending to use a child class, refer to that class'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 class's documentation instead for the proper enumerator to use. **ID** *uint16*: Must be a unique identifier. **InventoryAudio** :ref:`Master Bundle Pointer `: See :ref:`ItemAsset ` for full documentation. Defaults to ``Sounds/Inventory/Seeds.asset`` if the name contains the word "Seed", to ``Sounds/Inventory/SmallMetal.asset`` if the name contains the word "Metal", 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 Properties -------------------------- **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 barricade's name contains the word "Metal". 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 else'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 "hooks" (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** :ref:`GUID ` or *uint16*: GUID or legacy ID of :ref:`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 barricade's owner(s) can interact with it. **Offset** *float*: In meters, the distance above the ground the barricade is placed. **PlacementAudioClip** :ref:`Master Bundle Pointer `: AudioClip to play when the barricade is placed. **PlacementPreviewPrefab** :ref:`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. **RequiresHeatSourceCraftingTagConversion** *bool*: Applicable to ``Oven``, ``Torch``, and ``Campfire`` Build types. Defaults to true. Performs the following modifications during load for backwards compatibility: #. Adds the vanilla Heat Source tag (``20f30322bbcc4b01a4f116d22b24c21a``) to PlaceableProvidesCraftingTags if empty. #. Adds a Crafting Tag Modifier component to the Fire child game object with Mode Remove, Activation Requirement Invert, and Tag ``20f30322bbcc4b01a4f116d22b24c21a``. This removes the Heat Source tag when Fire is inactive. #. Adds a Crafting Tag Provider component to the Barricade game object with Modifiers set to the component added to Fire. **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 :ref:`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.