3×3 (9)

Inventory size

Neutral

Targeting mode

625 HP

Health

LOW

Armor tier

46 m

Detection radius

55.2 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

9 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
Craft lvl.3
+
2 x
+
3 x
+
3 x
+
+
=
Utilities
=
9 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_Reinforced_N.dat
GUID 98529f473432459590a03a89bb0ae0a3
Type Sentry
Rarity Mythical
Useable Barricade
Build Sentry
ID 33371

Size_X 3
Size_Y 3

Health 625
Range 4
Radius 0.5
Offset 1

Storage_X 5
Storage_Y 2

Display
Locked
Mode Neutral
Salvage_Duration_Multiplier 6

Detection_Radius 46

Explosion 36

Blueprints 7
// 4/4
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 33257
Blueprint_0_Supply_3_Amount 3
Blueprint_0_Supply_4_ID 33886
Blueprint_0_Supply_5_ID 33042
Blueprint_0_Supply_5_Critical
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 33371
Blueprint_0_Output_1_ID 33043
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Tool 33112
Blueprint_0_Build 27

Blueprint_0_Conditions 4
// Level 3+
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 39679
Blueprint_0_Condition_0_Value 3
Blueprint_0_Condition_0_Logic Greater_Than_Or_Equal_To
// Prioritize emptier bags
Blueprint_0_Condition_1_Type Item
Blueprint_0_Condition_1_ID 33043
Blueprint_0_Condition_1_Amount 1
Blueprint_0_Condition_1_Logic Less_Than
// Prioritize emptier bags
Blueprint_0_Condition_2_Type Item
Blueprint_0_Condition_2_ID 33044
Blueprint_0_Condition_2_Amount 1
Blueprint_0_Condition_2_Logic Less_Than
// Prioritize emptier bags
Blueprint_0_Condition_3_Type Item
Blueprint_0_Condition_3_ID 33045
Blueprint_0_Condition_3_Amount 1
Blueprint_0_Condition_3_Logic Less_Than



// 3/4
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 33257
Blueprint_1_Supply_3_Amount 3
Blueprint_1_Supply_4_ID 33886
Blueprint_1_Supply_5_ID 33043
Blueprint_1_Supply_5_Critical
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 33371
Blueprint_1_Output_1_ID 33044
Blueprint_1_Level 3
Blueprint_1_Skill Craft
Blueprint_1_Tool 33112
Blueprint_1_Build 27

Blueprint_1_Conditions 3
// Level 3+
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 39679
Blueprint_1_Condition_0_Value 3
Blueprint_1_Condition_0_Logic Greater_Than_Or_Equal_To
// Prioritize emptier bags
Blueprint_1_Condition_1_Type Item
Blueprint_1_Condition_1_ID 33044
Blueprint_1_Condition_1_Amount 1
Blueprint_1_Condition_1_Logic Less_Than
// Prioritize emptier bags
Blueprint_1_Condition_2_Type Item
Blueprint_1_Condition_2_ID 33045
Blueprint_1_Condition_2_Amount 1
Blueprint_1_Condition_2_Logic Less_Than



// 2/4
Blueprint_2_Type Utilities
Blueprint_2_Supplies 6
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 33257
Blueprint_2_Supply_3_Amount 3
Blueprint_2_Supply_4_ID 33886
Blueprint_2_Supply_5_ID 33044
Blueprint_2_Supply_5_Critical
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 33371
Blueprint_2_Output_1_ID 33045
Blueprint_2_Level 3
Blueprint_2_Skill Craft
Blueprint_2_Tool 33112
Blueprint_2_Build 27

Blueprint_2_Conditions 2
// Prioritize emptier bags
Blueprint_2_Condition_0_Type Item
Blueprint_2_Condition_0_ID 33045
Blueprint_2_Condition_0_Amount 1
Blueprint_2_Condition_0_Logic Less_Than
// Level 3+
Blueprint_2_Condition_1_Type Flag_Short
Blueprint_2_Condition_1_ID 39679
Blueprint_2_Condition_1_Value 3
Blueprint_2_Condition_1_Logic Greater_Than_Or_Equal_To



// 1/4
Blueprint_3_Type Utilities
Blueprint_3_Supplies 6
Blueprint_3_Supply_0_ID 33029
Blueprint_3_Supply_1_ID 33050
Blueprint_3_Supply_1_Amount 2
Blueprint_3_Supply_2_ID 33032
Blueprint_3_Supply_2_Amount 3
Blueprint_3_Supply_3_ID 33257
Blueprint_3_Supply_3_Amount 3
Blueprint_3_Supply_4_ID 33886
Blueprint_3_Supply_5_ID 33045
Blueprint_3_Supply_5_Critical
Blueprint_3_Level 3
Blueprint_3_Skill Craft
Blueprint_3_Tool 33112
Blueprint_3_Build 27

Blueprint_3_Conditions 1
// Level 3+
Blueprint_3_Condition_0_Type Flag_Short
Blueprint_3_Condition_0_ID 39679
Blueprint_3_Condition_0_Value 3
Blueprint_3_Condition_0_Logic Greater_Than_Or_Equal_To



// Salvage
Blueprint_4_Type Utilities
Blueprint_4_Supply_0_ID 33371
Blueprint_4_Outputs 4
Blueprint_4_Output_0_ID 33031
Blueprint_4_Output_0_Amount 9
Blueprint_4_Output_1_ID 33033
Blueprint_4_Output_2_ID 33029
Blueprint_4_Output_3_ID 33050
Blueprint_4_Output_3_Amount 2
Blueprint_4_Tool 33114
Blueprint_4_Build 27



// Hostile to neutral
Blueprint_5_Type Utilities
Blueprint_5_Supply_0_ID 33370


// Friendly to neutral
Blueprint_6_Type Utilities
Blueprint_6_Supply_0_ID 33372

Item_Dropped_On_Destroy b1f3d097423a42d4b1fd95d5ccc291e9
Min_Items_Dropped_On_Destroy 2
Max_Items_Dropped_On_Destroy 4
SalvageItem d59bdf9cd7f448988498004d75eb183c

Should_Close_When_Outside_Range true
PlacementAudioClip riodejaneiro.masterbundle:Sounds/Items/ReinforcedPlacement.mp3
Has_Clip_Prefab false