.. _doc_item_asset_charge: Charge Assets ============= Charges (or "remote explosives") are created from the ItemChargeAsset class. They can be placed and then remotely detonated with a :ref:`remote trigger `. This inherits the :ref:`BarricadeAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Charge``) **Useable** *enum* (``Barricade``) **Build** *enum* (``Charge``) **ID** *uint16*: Must be a unique identifier. Charge Asset Properties ----------------------- **Animal_Damage** *float*: Damage dealt to animals caught within the area-of-effect explosion. **Barricade_Damage** *float*: Damage dealt to barricades caught within the area-of-effect explosion. **Explosion2** *uint16* or *GUID*: ID or GUID of effect to play upon detonation. **Explosion_Launch_Speed** *float*: Launch speed of players caught within the area-of-effect explosion, in meters per second. Defaults to the value of ``Player_Damage * 0.1``. **Object_Damage** *float*: Damage dealt to objects caught within the area-of-effect explosion. Defaults to the value of ``Resource_Damage``. **Player_Damage** *float*: Damage dealt to players caught within the area-of-effect explosion. **Resource_Damage** *float*: Damage dealt to resources caught within the area-of-effect explosion. **Structure_Damage** *float*: Damage dealt to structures caught within the area-of-effect explosion. **Vehicle_Damage** *float*: Damage dealt to vehicles caught within the area-of-effect explosion. **Range2** *float*: Radius of the damaging, area-of-effect explosion. **Zombie_Damage** *float*: Damage dealt to zombies caught within the area-of-effect explosion.