I want it so that parts in a model are anchored in some way, but an explosive like Bomb can unanchor it and feel the Bomb’s force, like in Brickbattle games where some decoration can be destroyed and those unanchor parts move based on the force of the explosive or something. Any help would he nice.
What you’re describing is a grounded assembly. You want to unanchor the parts but weld them together and weld them to an anchored part. When the welds break from the explosive, they break the weld from the anchored part, causing them to fall off.
I am developing a game where you need to destroy everything or survive the destruction and I can help you. If you wanna check game here it is: 💥 World Destroyer - Roblox but you need someone to test it bcz of 2 players needed
Roblox basic Explosion unpins all Welds that were inside the pinned Part so you just need to weld parts by using Weld(Logically) and you can make it with “Join Surfaces” enabled and dragging the part onto anchored floor or another unanchored part.
You will see this when parts are welded:
Also for your own explosions you can use:
t = workspace:GetPartBoundsInRadius(part.Position,Radius) where t will be the table with parts in radius, part - the center of the explosion and Radius - the radius of the explosion
If the part were anchored nothing will work
You can iterate through all of the children of the model and create a new explosion in one or some of the parts inside of the model. Here is an example of some code, you are going to have to tweak this to fit what you are trying to do.
wait(5) -- I added a wait so that I can see the explosion before it happens, after I hit run or play
local house = game.Workspace.house -- Vairable for the model, this needs to be changed to your models path
local housechildren = house:GetChildren() -- get the children inside of hte model, none of hte children should be another model, if they are ungroup them
local acorn = game.Workspace.house.Acorn -- this is a part inside of the house that i am going to put an explosion inside with this script, you can put it inside which ever parts you would like
local door = game.Workspace.house.Door -- this is a part inside of the house that I am gonig to put an explosion inside uwith this script, again you can create as many as you'd like
local exp = Instance.new("Explosion", acorn) -- this is the new explosion inside of acorn
local exp2 = Instance.new("Explosion", door) -- this is the new explosion inside of door
exp.BlastRadius = 1000 -- this is the radius of the explosion
exp.Position = Vector3.new(0.006, 80.067, -0.077) -- this is the position of the explosion
exp.BlastPressure = 1000000 -- this is the pressure of the explosion
exp.ExplosionType = Enum.ExplosionType.Craters -- this is the type of explosion, you can change this to whatever you'd like, I chose Craters
exp2.BlastRadius = 1000 -- this is the radius of the explosion
exp2.Position = Vector3.new(-13.516, 13.02, -6.902) -- this is the position of the explosion
exp2.BlastPressure = 1000000 -- this is the pressure of the explosion
exp2.ExplosionType = Enum.ExplosionType.Craters -- this is the type of explosion, you can change this to whatever you'd like, I chose Craters
sound50 = Instance.new("Sound",workspace) -- this is a sound inside of the workspace, it sounds like an explosion
sound50.SoundId = "rbxassetid://1577567682" -- this is the sound id, you can change this to any sound you'd like
sound50:Play() -- this plays the sound
task.wait(1) -- this is a wait, you can change the time
sound50:Stop() -- this stops the sound
for i, v in pairs(housechildren) do -- this is a for loop, it loops through all of the children inside of house and then does the code below
if v.Anchored == true and v:IsA("BasePart") then -- this is an if statement to check for anchored parts and to check if it is a basepart
v.Anchored = false -- this unanchors the parts, if you want it to stay anchored then change it to true
end
end
The advertisement was not necessary lol
I was offline for some time, so I didn’t get to see the responses. Thank you!
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