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Explosivehit

Based on game build 714014 | Last updated: 2026-03-05

Overview

explosivehit is a lightweight prefab that spawns a short-lived, non-networked FX entity for localized explosion visuals and sound. It is designed to be instantiated on the client side (excluding dedicated servers) to provide visual feedback for minor explosions, such as firecracker detonations. It does not modify world state or interact with physics—its sole responsibility is rendering an animation and playing a sound at a given position.

Usage example

-- This prefab is typically referenced indirectly via inst:PushEvent("explosion") or similar triggers,
-- but can be manually spawned as follows:
local fx = SpawnPrefab("explosivehit")
if fx ~= nil and fx.Transform ~= nil then
fx.Transform:SetPosition(x, y, z)
end

Dependencies & tags

Components used: transform, animstate, soundemitter, network Tags: Adds FX to spawned entities.

Properties

No public properties.

Main functions

PlayFXAnim(proxy)

  • Description: Creates and configures a temporary FX entity that plays the "small_firecrackers" animation and sound at the position of the proxy entity.
  • Parameters: proxy (entity) — the entity whose transform position and rotation are copied.
  • Returns: Nothing.
  • Error states: Early exit if TheNet:IsDedicated() is true — the function is not invoked on dedicated servers.

Events & listeners

  • Listens to: animover — removes the FX entity when the animation finishes (via inst.Remove).
  • Pushes: None.