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Thread: ARMA 3 Building Destruction

  1. #11
    I think what we're talking here is a combination of Frost 2 and RV4...I think that's something that will be implemented in 3-5 years, but not now.

  2. #12
    Quote Originally Posted by Cdogwoof View Post
    Sorry i misused Dynamic what i meant though is destroying parts of buildings without destroying the entire building like BF
    thats where/why CE3 superior compared to DICE engine and to UE4 too, btw.

  3. #13
    i think it will be similar to arma 2

    x amount of damage destroys half the building
    y amount of damage destroys the entire building

    don't expect any battlefield/transformers explosions though. just a cloud of smoke and maybe debris with physx.

  4. #14
    Quote Originally Posted by naizarak View Post
    i think it will be similar to arma 2

    x amount of damage destroys half the building
    y amount of damage destroys the entire building

    don't expect any battlefield/transformers explosions though. just a cloud of smoke and maybe debris with physx.
    its already done in OFP:R times by buildings add-on makers.
    guess, why BIS wasn't adopted that too.

  5. #15
    In ARMA 2, many of the buildings were partially destructible (you could blow out parts of walls without collapsing the entire structure), others weren't. Most of the buildings that had enterable sections were like this. I guess I'm wondering if the ALL of the buildings in ARMA 3 will be like this. In the confirmed features, it says that all the buildings on Limnos will be enterable and destructible (just check the ARMA 3 confirmed features thread). So does that mean they will be partially destructible, or will it be like ARMA 2, where they only certain ones are?

  6. #16
    Quote Originally Posted by OverpaidUnderdog View Post
    In ARMA 2, many of the buildings were partially destructible (you could blow out parts of walls without collapsing the entire structure), others weren't. Most of the buildings that had enterable sections were like this. I guess I'm wondering if the ALL of the buildings in ARMA 3 will be like this. In the confirmed features, it says that all the buildings on Limnos will be enterable and destructible (just check the ARMA 3 confirmed features thread). So does that mean they will be partially destructible, or will it be like ARMA 2, where they only certain ones are?
    present buildings are as anything within engine/products based around simple idea "perform/function reasonably resource-efficient".
    anything we're discussing above, can be done in Arma2, but implemented in buildings add-on[bot additional objects and built-in override], can be tremendous resource hog even on Utes/Intro island :[

  7. #17
    Quote Originally Posted by BasileyOne View Post
    present buildings are as anything within engine/products based around simple idea "perform/function reasonably resource-efficient".
    anything we're discussing above, can be done in Arma2, but implemented in buildings add-on[bot additional objects and built-in override], can be tremendous resource hog even on Utes/Intro island :[
    Which add on's? How do I access these add ons?

  8. #18
    Sergeant Major Old Bear's Avatar
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    Have a look at what was said on the subject in 2007 by Ondřej Španěl

    ARMA 2 - Building Destruction

    Main problems with the full dynamic destruction system shown for Game2 were AI pathfinding and MP sync.

    I don't think BIS position has moved much since and will move much for next release but in a more distant future nobody can tell what can happens with PhysX implementation and evolution.
    Last edited by Old Bear; Aug 29 2012 at 21:51.

  9. #19
    Well, that was then. AI in ArmA II is notoriously moronic even in a fixed environment, but BIS promised to do something with that. Multiplayer might still be a big problem here, as well as creation pipeline. I think that attempting it for AIII could overcome these obstacles, the question is if it's feasible.

  10. #20
    I don't really know that it's necessary. As people have pointed out, the game is already enough of a resource hog with all the things it has to load. Do we really need buildings blowing up to complicate that? Not only that but then you are going to have people going onto servers and blowing up buildings over and over in an attempt to crash a server or destroy a base.

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