function ENT:Explode() if self.Exploding then return end self.Exploding = true local cpos = self:GetPos() local effectdata = EffectData() effectdata:SetStart(cpos) effectdata:SetOrigin(cpos) effectdata:SetScale(1) util.Effect("Explosion", effectdata) util.BlastDamage(self, self, self:GetPos(), 3000, 80) end
Alright now that I got that other issue out of the way a new problem has arisen. The BlastDamage doesn’t ‘work’. And what I mean by that is it doesn’t calculate any damage whatsoever. Every single time my object explodes even when I am standing on top of it, it does ZERO damage. I want to know what I am doing wrong. BlastDamage has been enough of a headache so far and it seems to not quit.