I was looking to make a grenade launcher that shoots explosive bullets, but it does, however, come with an issue that I’m pretty sure that it’s common around those who use “Explosion” a lot.
Explosion can kill players by breaking the player joints and welds, it can also break welds from other parts.
and if it wasn’t clear enough, I don’t want that, I was thinking of changing something in the CoreScript of the explosion where it doesn’t break joints but instead do a Humanoid:TakeDamage() instead.
If that’s possible or you have a better solution then please let us know, so more people can find this post useful in the future.
If you call an explosion from script, just set this property to false when explosion happens, and after - to true if you manually need Humanoid to break joints.
From the second solution provided, Humanoid will take damage from an explosion, but that explosion won’t break it’s joints and welds. Yeah, this should work.
well, apparently it doesn’t…
I mean yes, it does not break joins, which is one step to the solution but now it comes the hard part by making the explosion damage the player by 10 for example.
Set up the Hit event to the explosion, check if the parent of the basepart belongs to a Humanoid via hit.Parent:FindFirstChild("Humanoid"), and check if they haven’t already been damaged (via a table), and if those criterias are true, damage them and put them in the table