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# This file is automatically generated. Please don't edit it manually.
# To submit a bug report on the content, see
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
name: Explosion
type: class
memory_category: Instances
summary: |
Applies force to `Class.BasePart|BaseParts` within the explosion's
`Class.Explosion.BlastRadius`. Breaks `Class.JointInstance|JointInstances` and
`Class.WeldConstraint|WeldConstraints` between parts and kills
`Class.Humanoid` characters not protected by a `Class.ForceField`.
description: |
An Explosion applies force to `Class.BasePart|BaseParts` within the
explosion's `Class.Explosion.BlastRadius|BlastRadius`. This force breaks
`Class.JointInstance|JointInstances` and
`Class.WeldConstraint|WeldConstraints` between parts and kills
`Class.Humanoid` characters not protected by a `Class.ForceField`.
`Class.Constraint|Constraints` will not be broken by an explosion.
If an `Class.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 `Class.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 `Class.Explosion`
will prevent it from being garbage collected.
Note that an `Class.Explosion` must be a descendant of `Class.Workspace` for
the explosion visuals to play and the physical/damaging effects to have an
impact.
#### Explosion Effects
`Class.Humanoid|Humanoids` are killed by explosions, as the explosion breaks
the character `Class.Model` neck joint. Parenting a `Class.ForceField` to a
model will protect all of its children from the explosion kill effect.
If you do not want joints between `Class.BasePart|BaseParts` to be broken, or
you want to implement your own formula for damaging
`Class.Humanoid|Humanoids`, it's recommended that you set
`Class.Explosion.DestroyJointRadiusPercent|DestroyJointRadiusPercent` to 0 and
use the `Class.Explosion.Hit|Hit` event to handle the result of the explosion.
Explosions can also be configured to damage `Class.Terrain`, creating craters,
as configured through the `Class.Explosion.ExplosionType|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.
code_samples:
- Explosion-Instantiation
inherits:
- Instance
descendants: []
tags: []
deprecation_message: ''
properties:
- name: Explosion.BlastPressure
summary: |
Used to determine the amount of force applied to
`Class.BasePart|BaseParts` caught in the `Class.Explosion.BlastRadius`.
description: |
Used to determine the amount of force applied to
`Class.BasePart|BaseParts` caught in the `Class.Explosion.BlastRadius`.
Currently this level of force applied does not vary based on distance from
`Class.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 `Class.Explosion.DestroyJointRadiusPercent` is equal to 1 all joints
between parts in the `Class.Explosion.BlastRadius` will be destroyed
provided BlastPressure is greater than 0.
The BlastPressure also does not determine the amount of damage given to
`Class.Terrain`. Provided BlastPressure is greater than 0 and
`Class.Explosion.ExplosionType` isn't set to Enum.ExplosionType.NoCraters
the size of the crater created is determined exclusively by the
`Class.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 `Class.Explosion.Hit` event.
code_samples:
- Custom-Explosion
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.BlastRadius
summary: |
This property determines the radius of the `Class.Explosion`, in studs.
This radius determines the area of effect of the explosion, not the size
of the explosion's visuals.
description: |
This property determines the radius of the `Class.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).
`Class.BasePart|BaseParts` within the BlastRadius will be affected by the
explosion. Meaning, if `Class.Explosion.BlastPressure` is greater than 0,
force will be applied to parts. The degree to which joints are broken
within the BlastRadius depends on
`Class.Explosion.DestroyJointRadiusPercent`. `Class.Explosion.Hit` will
fire for any every `Class.BasePart` within the radius.
`Class.BasePart|BaseParts` are considered within
`Class.Explosion.BlastRadius` even if they are only partially in range.
code_samples:
- Explosion-Instantiation
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.DestroyJointRadiusPercent
summary: |
Used to set the proportion of the `Class.Explosion.BlastRadius`, between 0
and 1, within which all joints will be destroyed. Anything outside of this
range will only have the `Class.Explosion` force applied to it.
description: |
Used to set the proportion of the `Class.Explosion.BlastRadius`, between 0
and 1, within which all joints will be destroyed. Anything outside of this
range will only have the `Class.Explosion` force applied to it.
For example, if `Class.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 `Class.Explosion` force would still be
applied to the `Class.BasePart|BaseParts`.
This property allows developers to make `Class.Explosion|Explosions`
'non-lethal' to `Class.Humanoid|Humanoids` by setting
DestroyJointRadiusPercent to 0. This means the neck joint will not be
broken when characters come into contact with the `Class.Explosion`.
code_samples:
- Explosion-DestroyJointRadiusPercent
- Custom-Explosion
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.ExplosionType
summary: |
This property determines how the `Class.Explosion` will interact with
`Class.Terrain`. Used to set if explosions will cause damage to the
terrain or not.
description: |
This property determines how the `Class.Explosion` will interact with
`Class.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 `Class.Terrain`, the radius
of the crater will be roughly equal to the `Class.Explosion.BlastRadius`.
Craters are created in all `Class.Terrain` materials other than water. The
size of the crater is not influenced by the material, although some
materials create rougher edges than others.
code_samples:
- Explosion-ExplosionType
type: ExplosionType
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.LocalTransparencyModifier
summary: ''
description: ''
code_samples: []
type: float
tags:
- Hidden
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: false
capabilities: []
- name: Explosion.Position
summary: |
This property is the position of the center of the `Class.Explosion`. It
is defined in world-space and not influenced by the `Class.Explosion`
parent.
description: |
This property is the position of the center of the `Class.Explosion`. It
is defined in world-space and not influenced by the `Class.Explosion`
parent.
`Class.BasePart|BaseParts` will be influenced by the `Class.Explosion` if
they are within `Class.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 `Class.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.
code_samples:
- Explosion-Instantiation
type: Vector3
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.TimeScale
summary: |
Value between 0 and 1 that controls the speed of the particle effect.
description: |
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.
code_samples: []
type: float
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
- name: Explosion.Visible
summary: |
This property determines whether or not the visual effect of an
`Class.Explosion` is shown or not.
description: |
This property determines whether or not the visual effect of an
`Class.Explosion` is shown or not.
When Visible is set to false, the explosion will still affect
`Class.BasePart|BaseParts` in its `Class.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 `Class.ParticleEmitter`, while retaining
the default `Class.Explosion` functionality.
code_samples:
- Explosion-Visible
type: boolean
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities: []
methods: []
events:
- name: Explosion.Hit
summary: |
Fires when the `Class.Explosion` hits a `Class.BasePart` within its
`Class.Explosion.BlastRadius`. Returns the part hit along with the
distance of the part from `Class.Explosion.Position`.
description: |
Fires when the `Class.Explosion` hits a `Class.BasePart` within its
`Class.Explosion.BlastRadius`. Returns the part hit along with the
distance of the part from `Class.Explosion.Position`.
Note that the effect of an `Class.Explosion` is not disrupted by
obstacles, this means parts shielded behind other parts will still be hit,
even if the `Class.BasePart` they are shielded behind is anchored.
This event will also fire when `Class.Explosion.BlastPressure` is equal to
zero. This means developers can program their own custom behavior for
explosions by eliminating the explosion's influence on
`Class.BasePart|BaseParts` and `Class.Terrain`.
Note that this event will fire for every `Class.BasePart` hit. This means
it can fire multiple times for the same player character (as the character
`Class.Model` is made up of multiple parts). For this reason when dealing
custom damage using the `Class.Explosion.Hit` event it's recommended to
implement a check to see if the character has already been hit by the
`Class.Explosion`.
code_samples:
- Custom-Explosion
parameters:
- name: part
type: BasePart
default:
summary: |
The `Class.BasePart` hit by the `Class.Explosion`.
- name: distance
type: float
default:
summary: |
The distance of the hit from `Class.Explosion.Position`.
tags: []
deprecation_message: ''
security: None
capabilities: []
callbacks: []