Impulse
Impulses apply a force to an object in a specific direction, causing movement. If the object is a prop, it will deal damage to anything it hits.
Functions
Section titled “Functions”CanImpulse
Section titled “CanImpulse”Returns true if the object can be impusled, otherwise false. Currently, all objects which are not grounded (anchored) and are descendant of Workspace can be impulsed.
Parameters
Section titled “Parameters”| Name | Type | Default | Description |
|---|---|---|---|
| part | BasePart | The part to check. |
Returns
Section titled “Returns”boolean
ApplyImpulse
Section titled “ApplyImpulse”Applies an impulse to an object, calling CanImpulse first. If a participant is specified, any damage that the object deals will be credited to the participant. Additionally, the participant themselves will not take any damage.
Parameters
Section titled “Parameters”| Name | Type | Default | Description |
|---|---|---|---|
| part | BasePart | The part to apply the impulse to. | |
| impulse | Vector3 | The impulse to apply. | |
| adjustForMass | boolean | If true, the impulse will be multiplied by the object’s AssemblyMass. | |
| position | Vector3? | nil | The position to apply the impulse at. If nil, the impulse will be applied at the part’s center of mass. |
| participant | Participant? | The participant to credit damage to. |
Returns
Section titled “Returns”()