Advice on using the detonator scripts

I have a script that handles death of objects. When something dies I will call the Detonator script to produce the highly satisfying explosions.

I am however facing a few problems.

Firstly, because the detonator script is attached to the object, if I destroy the object immediately then the explosion gets destroyed with it. I consequently made my object hang around for a bit longer (the duration of the explosion) but then find that if the object recieved a volley of shots, each of the shots will cause an explosion.

All this makes sense but I dont know the best way of getting around this. One option is to create a completely separate object and attach the explosion to that. The second option is alter the object that is exploding such that it no longer has a collider (so the follow on shots wont hit it) and make the object non-visible. The second option seems really uggly.

My guess is either the first or there is fundermental in the way that this subsystem should be used that I’ve missed.

I would like to get advice from people that have used the Detonator package on how it ought to be used.

The easiest solution would be to instantiate the explosion just as your object dies, if you do it like mine below then its a seperate object, and detonator will remove itself after a delay specified in one of the scripts.

an example of my death script:
function death()
{
var newExplosion : Transform = Instantiate(explosion, transform.position, transform.rotation);
Destroy(craft,0);
}

Otherwise you could also detatch the detonator object before you destroy the object, like so:

transform.DetachChildren();
Destroy(gameObject);

hope that helps, the detonator scripts are great!