Players Aren't Correctly Affected by Explosions

Explosion.BlastRadius = 35
Explosion.BlastPressure = 20000
Explosion.DestroyJointRadiusPercent = 0.13

Stood close to the blast, about 10 studs away. The explosions went off. Parts went flying all around me, across massive distances. My character stood their unharmed and unmoved.

Explosion.BlastRadius = 35
Explosion.BlastPressure = 200000
Explosion.DestroyJointRadiusPercent = 0.13

Stood close to the blast, about 10 studs away. The explosions went off. Parts went flying all around me, across massive distances, going out of the map. My character stood their unharmed and unmoved.

I tried again. The explosions went off, and my character was flung into the floor and got stuck.

Now, am I doing something wrong, or are the new explosion physics just not working correctly with player characters? As I was hoping it would fling player characters away from the explosions with a moderate force, but it seems that either nothing happens or I get flung through walls and floors.

Blame my 10th grade Language Arts teacher, but grrrrrrr – AFFECTED. There, out of the way.

I’m getting the same results btw

What if you try jumping?

Ok, I’ve been trying to reproduce this but haven’t managed to.

I created this place: Explosion Force Test - Roblox

The button places the character 10 studs from the explosion and creates an explosion exactly as described in the OP. There are also three small blocks nearby to see how the explosion effects them as well. After setting off the explosion, it moves both the character and the test blocks only a small amount. If you increase the force of the explosion, it does move both the blocks and the character more.

I’ve left the place un-copy locked so if people want to experiment with it and can get it to reproduce the originally described behavior, please save your copy of the place and let me know where I can find it.

Thanks!

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[quote] Blame my 10th grade Language Arts teacher, but grrrrrrr – AFFECTED. There, out of the way.

I’m getting the same results btw [/quote]

Ok, ok fixed it. [size=1]I got an A in English language. Seriously.[/size]

So I removed this Anti-Noclip script that I forgot existed from my Test place:

function Do(c)
	a 					= Instance.new("Part",c)
	a.Name			= "WallHackStopper"
	a.FormFactor	= "Custom"
	a.Size 			= Vector3.new(0.1,0.1,0.1)
	a.Transparency = 1
	a.CFrame 		= c.Torso.CFrame + Vector3.new(5,0,0)
	weld				= Instance.new("Weld",a)
	weld.Part0		= a
	weld.Part1		= c.Torso
	return a
end

function Check(h)
	for Index,Value in pairs(Allowed) do
		if Value == h.Name then
			return false
		end
	end
	return true
end



Allowed = {"Left Leg","Right Leg","Left Arm","Right Arm","Head","Torso","TouchPart","InvisibleDoor","Platform","Trigger","Main","Explosion10","Water","PortalWall1"}

game.Players.PlayerAdded:connect(function(p)
	p.CharacterAdded:connect(function(c)
		MonitSpeed(c)
		t = Do(c)
		t.Touched:connect(function(hit)
			if Check(hit) == true then
				c:BreakJoints()
			end
		end)
	end)
end)	

And ran this script in the place (It’s like this because it’s meant to emulate my reactor core meltdown sequence)

Parts = script.Parent.Parent.MeltdownParts
NumOfExp = 43
while true do
	--Wall.CFrame = Wall.CFrame + Vector3.new(-1,0,0)
	wait(.04)
	--Wall.CFrame = Wall.CFrame + Vector3.new(-1,0,0)
	--CamShake(Wall.Position)
	if math.random(1,6) == 5 then
		ExpPos = math.random(1,NumOfExp)
		Explosion = Instance.new("Explosion")
		Explosion.Position = Parts["Explosion"..ExpPos].Position
		Explosion.Parent = game.Workspace
		Explosion.BlastRadius = 35
		Explosion.BlastPressure = 20000 
		Explosion.DestroyJointRadiusPercent = 0.13
		Parts["Explosion"..ExpPos].ExplosionSound:Play()
		--CamShake(Explosion.Position)
	end
end

The player now IS moved by explosions, and nothing has changed but the presence of the noclip script.
However characters are moved much less that I feel they should when hit by explosions, instead of being flung away dramatically like parts* do, the characters act like they just got gently pushed by somebody. And then if the explosion kills you it’s powerful enough to fling your Humanoid Controller through the wall.

The testing place (Currently using force 70 000 explosions):

*Edit: All the parts in the testing place are anchored, but if the meltdown sequence is triggered with an admin command parts become unanchored and the same explosion script gives them a large fling.

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Well, I haven’t taken apart your test location, but I can believe that the issue may lie in that the explosions are located directly at the position of the parts. This will impart the full force of the explosion on the part, while the force on other objects are relative to the inverse of the square of the distance. So if the character is 10 studs away, the force will only be 1/100 of the force given to the part at the location of the explosion. This would certainly cause the part to fly around while the character moves only slightly.

I’ll make a video and put a few more details in tomorrow when I have time.