Making a simple roblox studio explosion force script

If you've been trying to figure out a roblox studio explosion force script that actually works, you've probably realized that the default Explosion object can be a bit limiting. Sure, it looks okay and it has a built-in "BlastPressure" property, but if you want that cinematic, high-impact feel where objects really fly away from the blast center, you usually have to get your hands dirty with some custom Lua.

Most developers start out by just dropping an Explosion instance into the workspace. It's easy, it's built-in, and it does the job for basic stuff. But the problem is that the physics can feel a bit "floaty" or inconsistent. Sometimes parts barely move, and other times they just disappear. If you want total control over how much kick your explosions have, you're going to want to write a script that manually calculates the force applied to nearby objects.

Why the built-in Explosion object isn't always enough

Roblox provides a standard Explosion object that you can create via a script or the explorer. It has properties like BlastRadius and BlastPressure. While BlastPressure is supposed to handle the physics, it doesn't always play nice with anchored parts, grouped models, or complex assemblies.

If you're building a destruction-heavy game—think something like Natural Disaster Survival or a classic "Destroy the Wall" simulator—you need parts to react realistically. You want things to shatter, fly into the air, and tumble away based on how close they were to the "boom." This is where a custom roblox studio explosion force script becomes your best friend. Instead of relying on the engine's default math, you can tell every part within a certain radius exactly where to go and how fast to get there.

Setting up the basics

Before we dive into the actual code, let's think about the logic. An explosion is basically just a point in space that pushes everything away from it. To make this happen in Roblox Studio, we need three main things: 1. A trigger: Something that starts the explosion (like a grenade hitting a wall or a player clicking a detonator). 2. A detection system: A way to find all the parts near the explosion. 3. A force application: A bit of math to push those parts away based on their distance from the center.

The most modern way to handle the physics part is using ApplyImpulse. Back in the day, people used BodyVelocity or just set the Velocity property directly, but those are mostly deprecated or just clunky. ApplyImpulse is much cleaner because it accounts for the mass of the object automatically.

Writing the custom force script

Let's look at how you'd actually script this. Imagine you have a part that represents a bomb. You can put a script inside it that triggers when the part is touched or after a timer runs out.

```lua local bomb = script.Parent

local function detonate() local explosionPos = bomb.Position local blastRadius = 20 local blastForce = 5000 -- You can tweak this to be as crazy as you want

-- Create the visual explosion local explosion = Instance.new("Explosion") explosion.Position = explosionPos explosion.BlastRadius = 0 -- We set this to 0 so the default physics don't interfere explosion.Parent = game.Workspace -- Find everything in the blast radius local parts = workspace:GetPartBoundsInRadius(explosionPos, blastRadius) for _, part in pairs(parts) do -- We only want to push parts that can actually move (not anchored) if part:IsA("BasePart") and not part.Anchored then -- Calculate the direction from the explosion to the part local direction = (part.Position - explosionPos).Unit local distance = (part.Position - explosionPos).Magnitude -- Make the force weaker the further away the part is local forceMultiplier = 1 - (distance / blastRadius) local finalForce = direction * blastForce * forceMultiplier -- Apply the push! part:ApplyImpulse(finalForce * part:GetMass()) end end -- Cleanup the bomb bomb:Destroy() 

end

-- Wait 3 seconds and then blow up task.wait(3) detonate() ```

This roblox studio explosion force script does a few things differently than the default. First, we set the BlastRadius of the visual explosion to 0. Why? Because we want the script to handle the movement, not the built-in system. If both are running at the same time, the physics can get jittery.

We use workspace:GetPartBoundsInRadius, which is a really efficient way for the engine to check what's nearby. Then, for every part we find, we calculate a "direction" vector. This is just the part's position minus the explosion's position. By using .Unit, we turn that into a direction with a length of 1, which makes it easy to multiply by our blastForce variable.

Dealing with Humanoids and Damage

Physics are cool, but if you're making a combat game, you probably want the explosion to actually hurt players too. The default Explosion object has a Hit event that you can use, but since we're doing things manually, we might as well keep the damage logic in our script.

Inside that same loop where we're checking for parts, we can check if the part belongs to a character.

```lua local character = part.Parent local humanoid = character:FindFirstChildOfClass("Humanoid")

if humanoid then local damage = 100 * forceMultiplier -- Max 100 damage at the center humanoid:TakeDamage(damage) end ```

Using the forceMultiplier we calculated earlier is a nice touch. It means players standing right on top of the bomb take full damage, while someone on the very edge of the blast radius might only lose a tiny bit of health. It feels much more polished than just a "you're in the circle, so you die" mechanic.

Making it feel "crunchy"

If you've played any high-quality Roblox games lately, you'll notice that explosions don't just move parts; they feel "heavy." You can achieve this by adding a bit of camera shake for players who are nearby. You don't necessarily need a complex module for this—you can just slightly offset the player's camera for a few frames using a RenderStepped connection or a quick for loop.

Another tip for a great roblox studio explosion force script is to vary the "Up" force. If a bomb goes off on the ground, things shouldn't just slide along the floor; they should fly upwards. You can add a bit of a vertical boost to your direction vector like this:

lua local direction = (part.Position - explosionPos).Unit + Vector3.new(0, 0.5, 0) direction = direction.Unit -- Re-normalize it

By adding 0.5 to the Y-axis of the direction before normalizing it, you're essentially telling the physics engine, "Hey, push this away, but also give it a little bit of a lift." It makes explosions look way more satisfying.

Optimization and Performance

I've seen some developers run these types of scripts and wonder why their game starts lagging when fifty barrels blow up at once. The main culprit is usually trying to do too much on the server. While the physics calculations (the ApplyImpulse part) have to happen where the parts are owned (usually the server for unanchored environmental objects), you should handle the purely visual stuff—like particle effects and sounds—on the client.

Instead of putting a "Sound" object inside the bomb and calling :Play() on the server, you could use a RemoteEvent to tell all the clients to play the sound locally. This keeps the server's workload light and ensures the sound plays perfectly in sync with the visual effect for every player.

Also, be careful with GetPartBoundsInRadius. If your blast radius is massive (like 500 studs), it's going to find a lot of parts. If you're building a nuke, you might want to filter the results or only apply forces to parts that are actually visible to the explosion point using a Raycast. This prevents the explosion from pushing objects through thick walls, which can look a bit buggy.

Common pitfalls to avoid

One thing that trips up beginners is forgetting that anchored parts don't move. If you have a wall that you want to blow up, you need to unanchor the parts at the exact moment of the explosion. You can do this inside your script by setting part.Anchored = false before you apply the impulse.

Another issue is "Mass." If you try to push a massive block with the same force as a tiny pebble, the block won't budge. That's why in the script example, I multiplied the force by part:GetMass(). This ensures that every object gets a proportional "kick," regardless of how big it is. If you want heavy objects to be harder to move, you can tweak that math, but multiplying by mass is a good baseline for realistic behavior.

Lastly, don't forget about the CanCollide property. If an explosion happens and parts are launched into each other at high speeds, you might get some weird physics glitches if they don't have proper collision settings. Usually, the default is fine, but it's something to keep in mind if things start acting twitchy.

Wrapping it up

Building a custom roblox studio explosion force script is one of those things that really separates a beginner game from something that feels professional. It gives you the power to create chaotic, physics-driven moments that players love. Whether you're making a tactical shooter where grenades clear rooms or just a silly sandbox game where you blow up towers of bricks, having total control over the "boom" is key.

Just remember to keep your code clean, move your visual effects to the client where possible, and don't be afraid to experiment with the math. Sometimes the best-looking explosions come from the weirdest force calculations!