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Explosion

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.

Member index 9

HistoryMember
553BlastPressure: float
553BlastRadius: float
553DestroyJointRadiusPercent: float
553ExplosionType: ExplosionType
553Position: Vector3
553TimeScale: float
553Visible: bool
500Hit(part: BasePart, distance: float)
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
580IsPropertyModified(name: string): bool
573Remove(): null
576RemoveTag(tag: string): null
580ResetPropertyToDefault(name: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Description

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.

History 33

Members 9

BlastPressure

TypeDefault
float500000

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.

History 4

BlastRadius

TypeDefault
float4

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.

History 4

DestroyJointRadiusPercent

TypeDefault
float1

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.

History 4

ExplosionType

TypeDefault
ExplosionTypeCraters

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.

History 4

Hit

Parameters (2)
partBasePart
distancefloat

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.

History 3

Position

TypeDefault
Vector30, 0, 0

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.

History 4

TimeScale

TypeDefault
float1

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.

History 2

Visible

TypeDefault
booltrue

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.

History 6

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