Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
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- UIAspectRatioConstraint
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- UITableLayout
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- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
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- PluginGuiService
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- PluginToolbarButton
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- Selection
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- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
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- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
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- GuidRegistryService
- PartOperationAsset
- DialogChoice
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- TeleportService
- Accoutrement
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- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
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- AnimationTrack
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- CFrameValue
- Animation
- Color3Value
- BoolValue
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- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
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- DebuggerBreakpoint
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- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
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- FlagStandService
- VirtualUser
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- Team
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- StarterGear
- Message
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- Folder
- TweenService
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- ContextActionService
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- SoundService
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- VRService
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- Keyframe
- KeyframeSequence
- IntConstrainedValue
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- ForceField
- RayValue
- Fire
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- Sparkles
- ParticleEmitter
- IntValue
- StringValue
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- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
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- Selection
- BadgeService
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- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
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- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
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- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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BlastPressure
Used to determine the amount of force applied to BasePart
s 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.
Code Samples
Custom Explosion
This sample contains a simple function that creates a custom explosion. The custom explosion will not break joints as Explosion.DestroyJointRadiusPercent is equal to 0. This means Humanoids will not be instantly killed as their neck joints are broken. In this example explosion.BlastPressure is equal to zero so as not to apply force or damage terrain but this can be changed.
The Explosion.Hit event is used to listen for contact. Once contact has been made the code will look for the parent model of the BasePart hit by the explosion. If that model exists, hasn’t already been damaged and has a Humanoid in it damage will be applied based on distance from the explosion’s origin.
local function customExplosion(position, radius, maxDamage) local explosion = Instance.new("Explosion") explosion.BlastPressure = 0 -- this could be set higher to still apply velocity to parts explosion.DestroyJointRadiusPercent = 0 -- joints are safe explosion.BlastRadius = radius explosion.Position = position -- set up a table to track the models hit local modelsHit = {} -- listen for contact explosion.Hit:Connect(function(part, distance) local parentModel = part.Parent if parentModel then -- check to see if this model has already been hit if modelsHit[parentModel] then return end -- log this model as hit modelsHit[parentModel] = true -- look for a humanoid local humanoid = parentModel:FindFirstChild("Humanoid") if humanoid then local distanceFactor = distance / explosion.BlastRadius -- get the distance as a value between 0 and 1 distanceFactor = 1 - distanceFactor -- flip the amount, so that lower == closer == more damage humanoid:TakeDamage(maxDamage * distanceFactor) -- TakeDamage to respect ForceFields end end end) explosion.Parent = game.Workspace end
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