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Explosion
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Explosions are used to create visual or magic effects during a spell or object impact. [[File:ExplosionWindow.png]] ==Explosion Dialog== *'''ID:''' Unique identifier for this form. *'''Name:''' Display name. *'''Force:''' The push of the blast. *'''Damage:''' The amount of damage that can be received if standing within the blast radius. *'''Radius:''' This is the radius of the area of influence of the explosion; any rigid body within this radius is pushed, and any reference within it may be damaged. *'''IS Radius:''' Radius of the area that will see the ImageSpace effect. *'''Vertical Offset Mult:''' The amount of [[unit|units]] to vertically offset the explosion from the origin it was placed at *'''Chain:''' The “Chain” checkbox is used for chain lightning. If it’s checked, then you can select the Projectile to spawn on a “bounce” from the dropdown. It has to match the type of projectile (beam, missile, etc) that originally spawned the explosion. *'''Always Uses World Orientation:''' Whether the blast will be aligned with the ground. *'''Ignore LOS Check:''' Sets the explosion to ignore a line-of-site check to the target. If checked, explosions will ignore solid cover such as walls and static objects. *'''Push Explosion Source Ref Only:''' Select this to have the explosion's force only affect the object itself. Used in destruction data. *'''Ignore Imagespace Swap:''' Overides close proximity explosion optimization. *'''No Controller Vibration''' Explosion will not cause controller to vibrate. *'''Art File:''' Name of the file that contains the special effect graphic. *'''Light:''' Editor ID of the light used by explosion. Currently unsupported. *'''Enchantment:''' Magic spell that gets applied to explosion. *'''Sound 1:''' Sound effect played during explosion. *'''Sound 2:''' Second sound effect played during explosion. *'''IS Mod:''' The ImageSpace Modifier that plays when explosion occurs. *'''[[ImpactDataSet|Impact Data Set]]:''' Sets up the effect the explosion has on its impact with different materials as the blast radiates outward. *'''Sound Level:''' Sets the volume of the explosion for detection purposes. *'''Placed Object:''' Places an object at the explosion's location *'''Spawn Projectile:''' Used with the Chain checkbox, it has to match the type of projectile (beam, missile, etc) that originally spawned the explosion. *'''Knock Down Living Actors:''' If checked, blast will knock down actors without necessarily killing them. If unchecked, actors that are not killed by the blast will remain standing. ==Explosion Dialog== *It seems that, unlike Projectiles, which interact with an object's collision information, explosions register damage and apply associated enchantments when a reference's location is within its radius. For the purpose of Actors, this means an explosion that occurs near an NPC's head may not affect them if the radius does not reach their feet, which is where they are technically "located." **In the case of Fire and Forget/Aimed magic effects, the projectile will apply the magic effect to the target based on hitbox, but the explosion will follow the rule above. ==See Also== *[[Explosion Script]] *[[PlaceAtMe]] and [[PlaceAtMe - ObjectReference]] {{Languages|Explosion}} [[Category:Object Classes]] [[Category:Special Effect]]
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