> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/secondary-components/mdamager/mexplosion.md).

# MExplosion

## Overview

<figure><img src="/files/AGO3KQ5dTsv1ap0E7ApF" alt=""><figcaption></figcaption></figure>

This is a component you can add to a gameobject to have an explosion of force.

As of 1.4.2c you will need to trigger a particle effect separately when this begins.

## General

### On Start

When enabled the explosion begins at the start

### Radius

The radius of the explosion

### Life

The life of the explosion in seconds. After this time has elapsed the gameobject is destroyed

## Damage

Properties can be viewed here: [MDamager](/animal-controller/secondary-components/mdamager.md#damage)

## Extras

### Upward Modifier

Muliplies the AddExplosionForce method. The default is 0

### React

Allows the damager to apply a reaction to the animal that is damaged if true

### Custom Reaction

Allows for a custom reaction to apply if React (as above) is true

### Interact

Allows the explosion to activate interactables if true

### Interactor ID

if Interact is true, which ID should it interact with

### Hit Effect

Which Effect should play on impact? The gameobject will be activated, whereas if a prefab, it will be instantiated

### Hit Sound

The default audio clip to play when the explosion hits another object

### Hit Effects

Custom hit effects to use if the gameobject being damaged as different surface ID's

### Destroy Hit Effect

The timer to destroy the hit effect as above. If 0, the effect will not be destroyed

### Stop Animator

Different properties to allow the animator to be stopped when hit. Useful for adding some juice to being hit!

### Audio

The audio source of the explosion

## Events

### On Hit (Transform)

Invoked when the explosion hit any object. It returns what transform was hit

### On Hit Position (Vector 3)

Invoked when the explosion hit any object. It returns the vector3 position of the Hit-Point

### On Hit Interactable(Int)

Invoked if the object hit has an Interactable component. It returns the ID value of the Interaction

### On Profile Changed(Int)

Invoked when the Attack Trigger changes its profile.
