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Question by wayne57 · Dec 04, 2011 at 08:28 PM · detonator

detonator question

I have made a bullet prefab and want it to trigger an explosion when it destorys a target. right now i have a couple of box targets with a detonator base prefab attached When hit with the bullet the destroy on impact works and they disapear. What i want to do is make an explosion as they disapear. do mi have to alter the bullet prefab script in some way?

function OnCollisionEnter(collision : Collision)

{ if (collision.gameObject.tag == "Finish") { Destroy(collision.gameObject); }

}

thanks for viewing

wayne

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Answer by FLASHDENMARK · Dec 04, 2011 at 08:46 PM

You Instantiate a prefab:

 var explosion : Transform; //Drag the explosion here.
     
     function OnCollisionEnter(collision : Collision){
         if (collision.gameObject.tag == "Finish"){
             Instantiate(explosion, transform.position, transform.rotation);
             Destroy(collision.gameObject); 
         }
     }

I don't quiet get where you want the explosion to occur, if I am wrong please tell me.

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avatar image wayne57 · Dec 04, 2011 at 09:23 PM 0
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thanks for the reply i just want the cubes to explode when hit and disapear

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Answer by ByteSheep · Dec 04, 2011 at 09:49 PM

Explosions and fire etc are usually done using particle emitters. You should have an explosion prefab in your standard assets which should work fine. It should be under: Standard assets - Particles - Legacy Particles. If you are trying to instantiate an explosion as the bullet collides, then just add this after the "Destroy( );" part of your code:

 Instantiate(Explosion, transform.position, transform.rotation);

You will then need to define the variable "Explosion" before the function OnCollisionEnter(). Your script should look something like this:

 var Explosion : Transform;
 
 function OnCollisionEnter(collision : Collision){
 
    if (collision.gameObject.tag == "Finish") 
    {
    Destroy(collision.gameObject); 
 
    Instantiate(Explosion, transform.position, transform.rotation);
    }
 
 }

In the Inspector window you have to assign the explosion prefab to the slot named "Explosion". Hope this helped..

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avatar image wayne57 · Dec 04, 2011 at 11:15 PM 0
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thanks guys i really apreciate the help

avatar image ByteSheep · Dec 05, 2011 at 03:32 AM 0
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Didn't see OrangeLightning had already answered, kind of repeated what he said..Oh well :)

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