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]