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Explosion

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Explosion

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An Explosion applies force to BaseParts within the explosion’s Explosion/BlastRadius. This force breaks joints between parts and kills Humanoid characters not protected by a ForceField.

If an explosion is instanced whilst the game is running, it will destroy itself shortly afterwards meaning they do not need to be cleaned up using the Debris service.

Explosion effects

Humanoids are killed by explosions as they break the character Model’s neck joint. Parenting a ForceField to a model will protect all of its children from Explosions. This means that their joints will not be broken and thus Humanoids will not be killed.

If a developer doesn’t want joints between BaseParts to be broken or wants to implement their own formula for damaging Humanoids it is recommended they set Explosion/DestroyJointRadiusPercent to 0 and use the Explosion/Hit event to handle the result of the explosion.

Explosions can also be configured to damage Terrain, creating craters, this behavior is controlled by the Explosion/ExplosionType property.

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

Properties

float

BlastPressure

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

float

BlastRadius

This 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.

float

DestroyJointRadiusPercent

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.

ExplosionType

ExplosionType

This property determines how the Explosion will interact with Terrain. Used to set if explosions will cause damage to the terrain or not.

Vector3

Position

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

float

TimeScale

bool

Visible

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

Inherited from Instance: Show Hide

bool

Archivable

Determines if an Instance can be cloned using /Instance/Clone or saved to file.

string

ClassName

[ReadOnly] [NotReplicated]

A read-only string representing the class this Instance belongs to

int

DataCost

[Hidden] [ReadOnly] [NotReplicated] [Deprecated]

The cost of saving the instance using data persistence.

string

Name

A non-unique identifier of the Instance

Instance

Parent

[NotReplicated]

Determines the hierarchical parent of the Instance

bool

RobloxLocked

[Hidden]

A deprecated property that used to protect CoreGui objects

int64

SourceAssetId

[Hidden] [NotReplicated]
bool

archivable

[Hidden] [NotReplicated] [Deprecated]
string

className

[ReadOnly] [NotReplicated] [Deprecated]

Functions

Inherited from Instance: Show Hide

void

ClearAllChildren ( )

This function destroys all of an Instance’s children.

Instance

Clone ( )

Create a copy of an object and all its descendants, ignoring objects that are not Instance/Archivable|Archivable

void

Destroy ( )

Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections, and calls Destroy on all children.

Instance

FindFirstAncestor ( string name )

Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.

Instance

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.

Instance

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.

Instance

FindFirstChild ( string name , bool recursive )

Returns the first child of the Instance found with the given name.

Instance

FindFirstChildOfClass ( string className )

Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.

Instance

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the Instance for whom Instance/IsA returns true for the given className.

Instance

FindFirstDescendant ( string name )

Returns the first descendant found with the given Instance/Name.

Actor

GetActor ( )

Returns the Actor associated with the Instance, usually the first Actor ancestor

Variant

GetAttribute ( string attribute )

Returns the attribute which has been assigned to the given name

RBXScriptSignal

GetAttributeChangedSignal ( string attribute )

Returns an event that fires when the given attribute changes

Dictionary

GetAttributes ( )

Returns a dictionary of string → variant pairs for each of the Instance|Instance’s attributes

Objects

GetChildren ( )

Returns an array containing all of the Instance’s children.

string

GetDebugId ( int scopeLength )

[NotBrowsable]

Returns a coded string of the Instances DebugId used internally by Roblox.

Array

GetDescendants ( )

[CustomLuaState]

Returns an array containing all of the descendants of the instance

string

GetFullName ( )

Returns a string describing the Instance’s ancestry.

RBXScriptSignal

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.

bool

IsA ( string className )

[CustomLuaState]

Returns true if an Instance’s class matches or inherits from a given class

bool

IsAncestorOf ( Instance descendant )

Returns true if an Instance is an ancestor of the given descendant.

bool

IsDescendantOf ( Instance ancestor )

Returns true if an Instance is a descendant of the given ancestor.

void

Remove ( )

[Deprecated]

Sets the object’s Parent to nil, and does the same for all its descendants.

void

SetAttribute ( string attribute , Variant value )

Sets the attribute with the given name to the given value

Instance

WaitForChild ( string childName , double timeOut )

[CustomLuaState] [CanYield]

Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Objects

children ( )

[Deprecated]

Returns an array of the object’s children.

Instance

clone ( )

[Deprecated]
void

destroy ( )

[Deprecated]
Instance

findFirstChild ( string name , bool recursive )

[Deprecated]
Objects

getChildren ( )

[Deprecated]
bool

isA ( string className )

[Deprecated] [CustomLuaState]
bool

isDescendantOf ( Instance ancestor )

[Deprecated]
void

remove ( )

[Deprecated]

Events

RBXScriptSignal

Hit ( BasePart part , float distance )

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.

Inherited from Instance: Show Hide

RBXScriptSignal

AncestryChanged ( Instance child , Instance parent )

Fires when the Instance/Parent property of the object or one of its ancestors is changed.

RBXScriptSignal

AttributeChanged ( string attribute )

Fires whenever an attribute is changed on the Instance

RBXScriptSignal

Changed ( string property )

Fired immediately after a property of an object changes.

RBXScriptSignal

ChildAdded ( Instance child )

Fires after an object is parented to this Instance.

RBXScriptSignal

ChildRemoved ( Instance child )

Fires after a child is removed from this Instance.

RBXScriptSignal

DescendantAdded ( Instance descendant )

Fires after a descendant is added to the Instance

RBXScriptSignal

DescendantRemoving ( Instance descendant )

Fires immediately before a descendant of the Instance is removed.

RBXScriptSignal

Destroying ( )

Fires immediately before the instance is destroyed via Instance/Destroy.

RBXScriptSignal

childAdded ( Instance child )

[Deprecated]

Code Samples


Explosion Instantiation

This code sample includes a brief snippet that creates a large explosion in the game at 0, 10, 0.