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Class

Explosion

Inherits
Instance › Object
Memory category
Instances

Applies force to BaseParts within the explosion's Explosion.BlastRadius. Breaks JointInstances and WeldConstraints between parts and kills Humanoid characters not protected by a ForceField.

An Explosion applies force to BaseParts within the explosion's BlastRadius. This force breaks JointInstances and WeldConstraints between parts and kills Humanoid characters not protected by a ForceField. Constraints will not be broken by an explosion.

If an Explosion is parented anywhere in the data model while the experience is running, it immediately sets off and, within a few seconds, it becomes unparented. It is not destroyed with Instance:Destroy() in this case, so connections do not get disconnected and the parent is not locked. As with all instances, keeping a strong reference an Explosion will prevent it from being garbage collected.

Note that an Explosion must be a descendant of Workspace for the explosion visuals to play and the physical/damaging effects to have an impact.

Explosion Effects#

Humanoids are killed by explosions, as the explosion breaks the character Model neck joint. Parenting a ForceField to a model will protect all of its children from the explosion kill effect.

If you do not want joints between BaseParts to be broken, or you want to implement your own formula for damaging Humanoids, it's recommended that you set DestroyJointRadiusPercent to 0 and use the Hit event to handle the result of the explosion.

Explosions can also be configured to damage Terrain, creating craters, as configured through the ExplosionType property.

Note that the effect of an explosion is not disrupted by obstacles, meaning that parts/terrain shielded behind other parts/terrain will still be affected.

Properties 8#

BlastPressurefloatUsed to determine the amount of force applied to BaseParts caught in the Explosion.BlastRadius.ReadSafe
BlastRadiusfloatThis property determines the radius of the Explosion, in studs. This radius determines the area of effect of the explosion, not the size of the explosion's visuals.ReadSafe
DestroyJointRadiusPercentfloatUsed to set the proportion of the Explosion.BlastRadius, between 0 and 1, within which all joints will be destroyed. Anything outside of this range will only have the Explosion force applied to it.ReadSafe
ExplosionTypeExplosionTypeThis property determines how the Explosion will interact with Terrain. Used to set if explosions will cause damage to the terrain or not.ReadSafe
LocalTransparencyModifierfloatA multiplier for the transparency of the Explosion visual effect that is only visible to the local client.ReadSafeHiddenNotReplicated
PositionVector3This property is the position of the center of the Explosion. It is defined in world-space and not influenced by the Explosion parent.ReadSafe
TimeScalefloatValue between 0 and 1 that controls the speed of the particle effect.ReadSafe
VisiblebooleanThis property determines whether or not the visual effect of an Explosion is shown or not.ReadSafe

BlastPressure: float#

ReadSafe

Used to determine the amount of force applied to BaseParts caught in the Explosion.BlastRadius.

Currently this level of force applied does not vary based on distance from Explosion.Position. Unanchored BaseParts will accelerate equally away from the origin regardless of distance provided they are within the blast radius.

The blast pressure determines the acceleration of parts due to an explosion. It does not determine the degree to which joints are broken. When Explosion.DestroyJointRadiusPercent is equal to 1 all joints between parts in the Explosion.BlastRadius will be destroyed provided BlastPressure is greater than 0.

The BlastPressure also does not determine the amount of damage given to Terrain. Provided BlastPressure is greater than 0 and Explosion.ExplosionType isn't set to Enum.ExplosionType.NoCraters the size of the crater created is determined exclusively by the Explosion.BlastRadius.

Setting BlastPressure to 0 eliminates the effect of the explosion and is useful when developers want to program their own custom behavior for explosions using the Explosion.Hit event.

BlastRadius: float#

ReadSafe

This property determines the radius of the Explosion, in studs. This property accepts any value between 0 and 100.

This radius determines the area of effect of the Explosion, not the size of the Explosion's visuals. The size of the Explosion's visual effect is the same regardless of BlastRadius (even if BlastRadius is 0).

BaseParts within the BlastRadius will be affected by the explosion. Meaning, if Explosion.BlastPressure is greater than 0, force will be applied to parts. The degree to which joints are broken within the BlastRadius depends on Explosion.DestroyJointRadiusPercent. Explosion.Hit will fire for any every BasePart within the radius.

BaseParts are considered within Explosion.BlastRadius even if they are only partially in range.

DestroyJointRadiusPercent: float#

ReadSafe

Used to set the proportion of the Explosion.BlastRadius, between 0 and 1, within which all joints will be destroyed. Anything outside of this range will only have the Explosion force applied to it.

For example, if Explosion.BlastRadius is set to 100 and DestroyJointRadiusPercent is set to 0.5, any joints within a radius of 50 studs would be broken. Any joints between the ranges of 50 and 100 studs wouldn't be destroyed, but the Explosion force would still be applied to the BaseParts.

This property allows developers to make Explosions 'non-lethal' to Humanoids by setting DestroyJointRadiusPercent to 0. This means the neck joint will not be broken when characters come into contact with the Explosion.

ExplosionType: ExplosionType#

ReadSafe

This property determines how the Explosion will interact with Terrain. It is an Enum.ExplosionType value and can be set to one of three options.

  • NoCraters - Explosions will not damage Terrain
  • Craters - Explosions will create craters in Terrain
  • CratersAndDebris - Redundant, behaves the same as Craters

If ExplosionType is set to create craters in Terrain, the radius of the crater will be roughly equal to the Explosion.BlastRadius. Craters are created in all Terrain materials other than water. The size of the crater is not influenced by the material, although some materials create rougher edges than others.

LocalTransparencyModifier: float#

HiddenNotReplicatedReadSafe

A client-local multiplier for the transparency of the Explosion visual effect. It does not replicate from client to server and is useful when the explosion visual should appear differently for a specific client.

A value of 0, the default, has no effect on the explosion's appearance, while a value of 1 makes the visual effect completely invisible to the local client. Values are clamped between 0 and 1.

This property does not alter the explosion's physical or damaging effects. To hide the visual effect for all clients while retaining force and damage, set Visible to false instead.

Position: Vector3#

ReadSafe

This property is the position of the center of the Explosion. It is defined in world-space and not influenced by the Explosion parent.

BaseParts will be influenced by the Explosion if they are within Explosion.BlastRadius studs of the explosion's position.

The effect of an explosion is instantaneous. This means that although the position of an explosion can be changed after it has been set it cannot affect two different areas. Once an explosion has been 'detonated', shortly after parenting it to a descendant of the Workspace, it will not do so again. In some cases the visual effect of the explosion will move but it will have no effect.

For this reason a new Explosion should be created if the developer wants an explosion to appear at a different position.

TimeScale: float#

ReadSafe

A value between 0 and 1 that controls the speed of the particle effect. At 1 it runs at normal speed, at 0.5 it runs at half speed, and at 0 it freezes time.

Visible: boolean#

ReadSafe

This property determines whether or not the visual effect of an Explosion is shown or not.

When Visible is set to false, the explosion will still affect BaseParts in its Explosion.BlastRadius, the only difference is it will not be seen.

One use for this property would be for a developer to make their own custom explosion effects using a ParticleEmitter, while retaining the default Explosion functionality.

Events 1#

HitFires when the Explosion hits a BasePart within its Explosion.BlastRadius. Returns the part hit along with the distance of the part from Explosion.Position.

Hit(part: BasePart, distance: float)#

Fires when the Explosion hits a BasePart within its Explosion.BlastRadius. Returns the part hit along with the distance of the part from Explosion.Position.

Note that the effect of an Explosion is not disrupted by obstacles, this means parts shielded behind other parts will still be hit, even if the BasePart they are shielded behind is anchored.

This event will also fire when Explosion.BlastPressure is equal to zero. This means developers can program their own custom behavior for explosions by eliminating the explosion's influence on BaseParts and Terrain.

Note that this event will fire for every BasePart hit. This means it can fire multiple times for the same player character (as the character Model is made up of multiple parts). For this reason when dealing custom damage using the Explosion.Hit event it's recommended to implement a check to see if the character has already been hit by the Explosion.

NameTypeDefaultDescription
partBasePartThe BasePart hit by the Explosion.
distancefloatThe distance of the hit from Explosion.Position.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed