Editing Explosion

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*An explosion's orientation if "Always uses world orientation" is not checked depends on the type of projectile that created it. A beam will create an explosion normal to the surface it hits, a missile will create an explosion at right angles to its angle of incidence.
*An explosion's orientation if "Always uses world orientation" is not checked depends on the type of projectile that created it. A beam will create an explosion normal to the surface it hits, a missile will create an explosion at right angles to its angle of incidence.
*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
*Explosions with a radius of 0 will cause a CTD if they occur underwater.
*Placed Impact Objects with scripts behave oddly. Their scripts will run but they will not return values for [[GetSelf]].
*Placed Impact Objects with scripts behave oddly. Their scripts will run but they will not return values for [[GetSelf]].
*Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue.
*Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue.


[[Category:Special Effect]]
[[Category:Special Effect]]

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