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Advice on using the detonator scripts
I have a script that handles death of objects. When something dies I will call the Detonator script to produce the highly satisfying explosions.
I am however facing a few problems.
Firstly, because the detonator script is attached to the object, if I destroy the object immediately then the explosion gets destroyed with it. I consequently made my object hang around for a bit longer (the duration of the explosion) but then find that if the object recieved a volley of shots, each of the shots will cause an explosion.
All this makes sense but I dont know the best way of getting around this. One option is to create a completely separate object and attach the explosion to that. The second option is alter the object that is exploding such that it no longer has a collider (so the follow on shots wont hit it) and make the object non-visible. The second option seems really uggly.
My guess is either the first or there is fundermental in the way that this subsystem should be used that I've missed.
I would like to get advice from people that have used the Detonator package on how it ought to be used.
Answer by tupperwarespoon · Nov 06, 2011 at 04:24 AM
The easiest solution would be to instantiate the explosion just as your object dies, if you do it like mine below then its a seperate object, and detonator will remove itself after a delay specified in one of the scripts.
an example of my death script: function death() { var newExplosion : Transform = Instantiate(explosion, transform.position, transform.rotation); Destroy(craft,0); }
Otherwise you could also detatch the detonator object before you destroy the object, like so:
transform.DetachChildren(); Destroy(gameObject);
hope that helps, the detonator scripts are great!
Thanks for the response. Seems I was along the right track. Never thought of detaching the object. Now all I need to do is exercise restaint and utilise every effect on every explosion :)
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