3×3 (9)

Inventory size

Neutral

Targeting mode

75 HP

Health

LOW

Armor tier

32 m

Detection radius

38.4 m

Target loss range

10 (5×2)

Storage slots

100%

Ammo cost per shot

100%

Gun wear per shot

±60°

Idle sweep arc

Yes

Mounted gun visible

Locked

Owner-only storage

Yes

Requires power

Yes

Repairable

Yes

Salvageable

8 blueprints
Utilities
Craft lvl.3
+
2 x
+
3 x
+
3 x
+
+
=
Utilities
Craft lvl.3
+
2 x
+
3 x
+
3 x
+
+
=
Utilities
Craft lvl.3
+
2 x
+
3 x
+
3 x
+
=
Utilities
=
5 x
2 x
Utilities
Utilities
Utilities
Utilities
How loot works in Unturned Sections that apply to this sentry are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
Rio_Sentry_Makeshift_N.dat
GUID 1e71800b37284b3596bbfc50d7ace500
Type Sentry
Rarity Epic
Useable Barricade
Build Sentry
ID 33368

Size_X 3
Size_Y 3

Health 75
Range 4
Radius 0.5
Offset 1

Detection_Radius 32

Storage_X 5
Storage_Y 2

Display
Locked
Mode Neutral

Explosion 36

Salvage_Duration_Multiplier 2

Blueprints 6

// Field 
Blueprint_0_Type Utilities
Blueprint_0_Supplies 6
Blueprint_0_Supply_0_ID 33029
Blueprint_0_Supply_1_ID 33050
Blueprint_0_Supply_1_Amount 2
Blueprint_0_Supply_2_ID 33032
Blueprint_0_Supply_2_Amount 3
Blueprint_0_Supply_3_ID 33033
Blueprint_0_Supply_3_Amount 3
Blueprint_0_Supply_4_ID 33886
Blueprint_0_Supply_5_ID 33975
Blueprint_0_Supply_5_Critical
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Tool 33112
Blueprint_0_Build 27

Blueprint_0_Conditions 2
// Does not have encyclopedia
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 33976
Blueprint_0_Condition_0_Amount 1
Blueprint_0_Condition_0_Logic Less_Than
// Has not memorized
Blueprint_0_Condition_1_Type Flag_Bool
Blueprint_0_Condition_1_ID 39544
Blueprint_0_Condition_1_Value False
Blueprint_0_Condition_1_Logic Equal
Blueprint_0_Condition_1_Allow_Unset

Blueprint_0_Rewards 2
// Memorizer Flag + Book
Blueprint_0_Reward_0_Type Rewards_List_Asset
Blueprint_0_Reward_0_GUID b38b8c7e40db49e0ae35ec500da8771c
// Memorizer Warning
Blueprint_0_Reward_1_Type Rewards_List_Asset
Blueprint_0_Reward_1_GUID 97366430836644d99649d69e5591f377



// Encyclopedia
Blueprint_1_Type Utilities
Blueprint_1_Supplies 6
Blueprint_1_Supply_0_ID 33029
Blueprint_1_Supply_1_ID 33050
Blueprint_1_Supply_1_Amount 2
Blueprint_1_Supply_2_ID 33032
Blueprint_1_Supply_2_Amount 3
Blueprint_1_Supply_3_ID 33033
Blueprint_1_Supply_3_Amount 3
Blueprint_1_Supply_4_ID 33886
Blueprint_1_Supply_5_ID 33976
Blueprint_1_Supply_5_Critical
Blueprint_1_Level 3
Blueprint_1_Skill Craft
Blueprint_1_Tool 33112
Blueprint_1_Build 27

Blueprint_1_Conditions 1
// Has not memorized
Blueprint_1_Condition_0_Type Flag_Bool
Blueprint_1_Condition_0_ID 39544
Blueprint_1_Condition_0_Value False
Blueprint_1_Condition_0_Logic Equal
Blueprint_1_Condition_0_Allow_Unset

Blueprint_1_Rewards 2
// Memorizer Flag + Book
Blueprint_1_Reward_0_Type Rewards_List_Asset
Blueprint_1_Reward_0_GUID 922103cbbe69434aaa5cf8a602095597
// Memorizer Warning
Blueprint_1_Reward_1_Type Rewards_List_Asset
Blueprint_1_Reward_1_GUID 97366430836644d99649d69e5591f377



// Memorized
Blueprint_2_Type Utilities
Blueprint_2_Supplies 5
Blueprint_2_Supply_0_ID 33029
Blueprint_2_Supply_1_ID 33050
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_2_ID 33032
Blueprint_2_Supply_2_Amount 3
Blueprint_2_Supply_3_ID 33033
Blueprint_2_Supply_3_Amount 3
Blueprint_2_Supply_4_ID 33886
Blueprint_2_Level 3
Blueprint_2_Skill Craft
Blueprint_2_Tool 33112
Blueprint_2_Build 27

Blueprint_2_Conditions 1
// Has memorized
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 39544
Blueprint_2_Condition_0_Value True
Blueprint_2_Condition_0_Logic Equal



// Salvage
Blueprint_3_Type Utilities
Blueprint_3_Supply_0_ID 33368
Blueprint_3_Outputs 4
Blueprint_3_Output_0_ID 33031
Blueprint_3_Output_0_Amount 5
Blueprint_3_Output_1_ID 33033
Blueprint_3_Output_2_ID 33029
Blueprint_3_Output_3_ID 33050
Blueprint_3_Output_3_Amount 2
Blueprint_3_Tool 33114
Blueprint_3_Build 27


// Hostile to neutral
Blueprint_4_Type Utilities
Blueprint_4_Supply_0_ID 33367


// Friendly to neutral
Blueprint_5_Type Utilities
Blueprint_5_Supply_0_ID 33369

Item_Dropped_On_Destroy df98f33ffdb04a9db0618f62fce1538f
Min_Items_Dropped_On_Destroy 2
Max_Items_Dropped_On_Destroy 7
SalvageItem b39adb192fc14e5e814a3836bad9851a

Should_Close_When_Outside_Range true
PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false