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Problem with blast radius trigger that destroys neighboring objects
Hi everyone,
I have a mine object which detonates if either shot or touched and would like to create a blast radius for it so that it takes out other objects that are within a sphere trigger during time of explosion.
I have is that I obviously need the mine to destroy itself but also need the neighboring object to also get destroyed after a short pause. The problem is, that I need enough time to be able to send any messages from the mine's 'blast radius' trigger (basically which objects are inside it) before the mine gets destroyed (without any pause).
I was wondering if anyone can suggest how I might achieve this.
Thanks in advance :)
Answer by rednax20 · Feb 21, 2013 at 07:36 PM
It would be helpful to see your code, you can use the generic function OnTriggerStay for the objects within the mine's collider, a sample code would look like this.
function OnTriggerStay (other : Collider) {
if(MineActivated == true){
Destroy (other.gameobject)
}
}
In this example I'm assuming you have a code that assigns some variable to whether the mine is exploding, I just used MineActivated as the variable, that can be changed. I think this should work without needing you to define the things within the collider, and just destroy them all at once. Sorry if I'm wrong.
@bilbostabbins, in addition to rednax's solution, you could also change the Destroy to a Send$$anonymous$$essage. By doing this, you could have the items that are in the blast radius deter$$anonymous$$e if they should be affected by the blast. It could be that you decide that powerups are not affected by $$anonymous$$e blasts (as they are meta game items). Thus when powerups receive a "Damage" or "$$anonymous$$ineBlast" (whatever message you wish to send) it is able to ignore the damage.
Rob.
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