A_Explode
From ZDoom Wiki
A_Explode [(int explosiondamage [, int explosionradius [, bool hurtshooter [, bool alert]]])]
Performs an explosive (radius) attack. The amount of damage and the attack's radius are specified with explosiondamage and explosionradius. If the actor is a missile, you can set hurtshooter to 0 so that its originator will not be harmed by the attack. If the hurtshooter parameter is omitted, the shot will assume normal behavior and damage the shooter. The parameters are:
- explosiondamage: How much damage are inflicted at the center of the explosion. (Default: 128)
- explosionradius: The area covered by the damage (damage inflicted drop linearly with distance). (Default: 128)
- hurtshooter: Whether the shooter can be damaged by the explosions from his or her own projectiles. (Default: true)
- alert: Whether the explosion rings the alarm? (Default: true) (development version only)
Do not use the old actor property method of passing the parameters. Only use the parameters of A_Explode directly.
Example
Actor Grenade
{
Projectile
+HexenBounce
-NoGravity
Radius 8
Height 8
VSpeed 10
Gravity 0.50
Speed 17
SeeSound "Weapon/GrenadeBounce"
BounceFactor 0.4
BounceCount 6
States
{
Spawn:
GREN A -1
loop
Death:
QEX1 A 0 A_PlaySoundEx("Weapon/GenericExplode","Weapon")
QEX1 A 0 A_Explode(100,128)
QEX1 A 5
QEX1 B 5
QEX1 CDE 5
Stop
}
}

