I made a simple wall of parts that I want to destroy with exploding balls pushed by a player, but the wall seems indestructible against a normal explosion.
Do I need to script the damage taking of the wall parts myself? If so is there any way to visibly signal when a wall like this is damaged? I could change the color to darker shades when its damaged, but that's not ideal.
Explosion code from a Script in the ExplodingBall part that runs when the balls life is over.
local explosion = Instance.new("Explosion", game.Workspace)
explosion.Position = explodingBall.Position
explodingBall:Destroy()

2 comments
The wall cannot be anchored. If you want it to 'fragment' per-say, you should make individual blocks that use outlets and inlets to make the wall.
this is what I'm looking for, as I was thinking about it more I realized I was confused about the nature of a part, and how they're not intended work the way I was thinking and that I need a model made of many small parts to achieve it