.. _doc_item_asset_trap: Trap Assets =========== Traps are created from ItemTrapAsset. They are placeable damage sources. This inherits the :ref:`BarricadeAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Trap``) **Useable** *enum* (``Barricade``) **Build** *enum* (``Spike``, ``Wire``) **ID** *uint16*: Must be a unique identifier. Trap 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. **Broken** *flag*: Players who trigger the trap will be inflicted with the `Broken Bones `_ status effect. **Damage_Tires** *flag*: This trap can pop the tires of vehicles that drive over it. **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``. **Explosion2** *uint16* or *GUID*: ID or GUID of effect to play upon detonation. **Explosive** *flag*: Specified if the trap should have an area-of-effect explosion when triggered. **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. **Range2** *float*: In meters, the radius of the damaging, area-of-effect explosion. **Requires_Power** *bool*: Whether or not the trap requires power from a generator. Defaults to ``false``. Optionally, a "Powered" GameObject can be included in Unity. This GameObject is activated when powered, and deactivated when not powered. **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. **Trap_Cooldown** *float*: In seconds, the time until trap is active again. **Trap_Setup_Delay** *float*: In seconds, delay before a trap becomes active after being placed. Defaults to 0.25 seconds. **Vehicle_Damage** *float*: Damage dealt to vehicles caught within the area-of-effect explosion.