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Explosion Damage

Type: Exec (In → Out)
Category: PLAYER

Applies radial damage with falloff to all objects within a radius at the moment of detonation. Optionally applies a physical impulse pushing objects away from the explosion center.

Properties

Property Type Default Description
Radius Float 5.0 Explosion radius (Range units)
Max Damage Float 100.0 Maximum damage at the center (distance 0)
Min Damage Float 0.0 Minimum damage at the edge of the radius
Property Filter String "" Only damages objects with this BGE property
Trigger Enum On Spawn When the explosion fires
Allow Retrigger Bool False Allows the explosion to fire more than once
Apply Impulse Bool False Physically pushes objects away
Impulse Force Float 500.0 Maximum impulse force at center
Line of Sight Bool False Skips objects blocked by geometry

Trigger modes

Mode Description
Projectile Hit Fires when projectile_hit = True
Manual Fires when explosion_requested = True
On Spawn Fires once on the first execution frame

Sockets

Socket Direction Type
In Input Exec
Out Output Exec

Damage falloff

Damage is linearly interpolated between Max Damage (distance 0) and Min Damage (distance = Radius):

damage = Max Damage - (Max Damage - Min Damage) * (distance / Radius)

Damage is applied via globalDict['_dmg_<object_name>'] for each object in the radius.

Typical usage

Place on the explosive projectile object, after Projectile System:

[OnUpdate] → [Projectile System]
                 └── Out → [Explosion Damage: Trigger=Projectile Hit]

Or on a grenade object that explodes on spawn:

[OnUpdate] → [Explosion Damage: Trigger=On Spawn]