#Building destruction
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the binary destruction system just looks too "artificial", are there any plans to expand it so that the destruction progresses in pieces? like first roof goes byebye then walls, etc.
The military garage ruble in military base levie has an extra wall (marked in red) that looks out of place.
house in levie and laruns leaves floating heaters, garbage and antenna after destruction.
same house in tyrone and saint philiipe
The tower in the airfield has the same issue with the heater.
These two sheds in the airfield are indestructible.
Villa ruble in saint phillipe is underwhelming.
All type of sheds seems to have the same type of brick ruble even though they are entirely made out of wood.
This doorstep stair in saint phillipe
barns in montignac leave furniture and a dark black shadow after they are destroyed.
On the roadmap there is only a "simple destruction system".
I personally accept almost any kind of destruction system at this point and this still is much much better than Arma 2 had and we still had fun in that game.
Another example of long barn ruble and the dark shadow left behind.
The hay barn in 'farm' east of meaux has this light remain after destruction.
short barn in 'farm' west of chotain. furniture remains after destruction, the dark shadow is there too.
In general, buildings seem to be extremely fragile. driving a jeep into a building fast enough will cause it to collapse.
a single mine will wipe out multiple buildings.
a helicopter can destroy an entire street with a single rocket run.
I do like how much and long the smoke particles last after a building has gone down, but I would recommend increasing the amount of smoke and dust when the building is about to collapse to hide the "sliding into the ground" animation more.
Buildings that get destroyed do not destroy vehicles parked in them. They take 0 damage and are completely fine.
Yeah we know about this one and working on a solution 🙂
Keep in mind we also have to be reasonable with amount of particles for performance, because too much dust and cloud from close can impact it heavily :/
I understand, but the amount needed is there after the building has fallen, but it just spawns slowly.
or maybe just add a very quick but thick blast of big smoke puffs for a second or so
It would be cool to make it so different parts of some buildings are separately destructible. ex: A living room wall being blown off from an rpg rocket, or entering a room by blowing down a door with c4, or even driving a vehicle through a wall.
I agree with some other comments: I feel like buildings get destroyed too easily right now. I wouldn't expect the explosives in the game now to take down multiple nearby buildings in one blast from the middle of the street.
otoh i expect heavy weapon fire from vehicles to do damage (doesnt seem to do anything, does it?)
this, would be a huge step up from arma 3. Even just allowing each wall to be separately destroyed would be nice
I do want to be somewhat demanding with building destruction, because at the moment, arma 3 level destruction isnt exactly impressive
thats polite 😅
Having some more rubble-y sounding character movement would go a long way I think. Sounds of broken tiles, bits of wood, glass, etc when traversing rubble. 🙂
Yeah, I mean this would open a whole new way of approaching military tactics in game.
I also feel that tents and other base structures should be able to be destroyed to some point, as well as being able to be repaired/rebuilt (like the supply depot and fuel supply stations).
After more testing, I arrived at the same conclusion. be it trees or buildings, the environment is too fragile. every rocket and shell feel like a 1-ton bomb.
Servers will be able to disable destruction right?
Also concurring that buildings are definitely on the "too fragile" side.
Definitely
A couple of the BI guys did say on the day 1.3 exp shipped that the buildings were going to get looked at again in terms of values
so likely they'll get a buff
yeah, i heard it was for testing
Yeah, this will definitely be revisited 🙂
The green crane in the "Saint Pierre" dock seems to be undestructive.
sorry for the laggy recording
Ironically it might actually be good that they are temporarily too fragile, as it makes it easier to test building destruction 😅
I’m pretty sure that was the purpose
Could we get all destroyed prefabs in the world editor, only finding 2 atm
search for ruin .et
I want to destroy individual walls 😭
hopefully we at least get something in between prefect condition and a pile of rubble like what we see here on arland
Agreed.
Some sort of dynamic destruction would be amazing!
House_Prefab_2I01_V1 (Examples from St. Pierre and St. Phillipe)
CowShed_E_01_long (Example from Farm outside St. Phillipe)
they ve shown at a conference the type of building destruction they would like to implement where buildings would get cut in fragments
ooooooo
so like each of those parts will be separately destroyable?!?
yea all parts like roofs walls & floors
On the roadmap at least, they went with simple ones like this one. So probably Arma 4
Or maybe they'll surprise us
Yeah, I wouldn't expect them to implement a fully dynamic destruction system anytime soon.
But I do think they should work on what happens to prefabs after being destroyed, parts such as fences and trees disappearing seems weird.
destroyed crane simultaneously in 2 positions
If the light isn't part of the building how do you fix it? Do you add it to the building?
I was looking forward to destroying the power station so I shot 4 rockets at it. It sank and turned into this. 2 were enough to destroy the furniture factory. The slide by pinewood lake has a really nice destruction effect though. I know the destruction is supposed to be simple but this is too simple.
We are not using nukes.
I remember seeing the model for a partially destructed church a while ago.
well supposedly:
But if the buildings weren't created specifically for this, it wont work. I would be happy with a partial destruction model. Imagine you are sniping in one of these huge buildings and your spotter sneezes.
Yeah, but a partial destruction model might not reflect where a building is hit. That's why some sort of dynamic destruction makes the most sense for me (and it would add tons of cool new ways of approaching a fight ex: blowing down a wall with a rocket to expose a team, or destroying a roof as a team of grenadiers unload into the new opening).
I noticed trees and fences/walls disappear for a bit before replaced with destroyed version + animation.
same, i'm fine with everything in it's current state for Reforger, just hope they add more detail for Arma 4.
Makes sense, as long as they add it at some point (being arma 4).
Well I'm not very happy with the destruction system, and I expect better.
Hopefully Arma 4 will be more detailed.
No. The current system works ok for small 1 story buildings but for the large structures idk. They can make it better if they want because they are not ordinary devs, they are Arma devs.
well apparently we need to get everything working on consoles first before we see building destruction tech in 2027 or whatever, but atleast with all the destructible props and building enviroment things along with the new tree and building "destruction" its somewhat on par with arma 3 now
- hopefully modders once 1.3 is out can make more modular building prefabs that can allow us to blow down seperate sections of buildings
Building destruction is a cheaper copy of arma3 system.
Where destroyed building spawns its destroyed model (rubble)
Sinks into the ground
And uses smoke to hide it
Arma3 also had destruction stages before building collapsed, reforger lacks that tho.
also arma3 does the hiding part better for larger buildings. Note for example is church, you can clearly see it spawn stuff under and slowly sink
In soviet russia, building collapses you.
Yeah. That was amazing back in the days.
I would also destroy the base buildings and tents in conflict mode. The destroyed version of these should have reduced capabilities. They could also be repaired with the supplies or with the repair truck restoring fully their features
Great idea but if they give us that before we get the free base building it would mean u could super easily cutoff the enemy’s signal from most of the map with like 10 mortar rounds
Not necessarily, the radio tent and all other structures (other then the command tent) can be moved and placed wherever.
Plus you can already do that with the large two story buildings in many of the bases.
I agree and i hope free building comes soon. Also i would totally freebuild antenna objects on the map. A mechanic similar to mhq but short range, without respawns and maybe time dependent on fuel for the generators. When freebuild is implemented, following the trail of antennas could lead you to a base. At that point destroyable big antennas (regina, entre deux etc.) They would be important in the first fase of the battle but by the time the enemy has mortars and heli, you should have a backup for those.
This light on the lighthouse just southwest of Wick Point (Arland) doesn't get destroyed.
ok, but to be fair it needed to be removed from the map, so you need intel to know location of service you aiming to destroy plus to balance it, it should be much harder to destroy it with just one good aim
Oh for sure. Thing is I wouldn't consider the bases as objectives per se, but tools for getting coverage of the real objectives: towns, ports, supply depots, roads, electric grid.. of course capturing instead of destroying them would help moving the frontline, but that is one of the strategic choices to make. example: there are two fob around Montignac, but one of them is in firing range from entre-deux, currently in the hands of the enemy. What would you do?
what would i do ? simple ! i would make loadout worth 890 suplies and push without radio just to die in 1 min ! 😄 but joke aside, of course crippling the enemies capability to spawn there or spawn any vehicles there, but also mortars should get a really well thought out balance, i dont want the same thing happens when they introduced helis for the first time, all players wanted to "fly" it even though they had no idea how to fly, and the same with mortars which shooting few rounds can be more pain in the a$$ than heavy loadout spawn players, its dry base supplies in no time
I haven't read the entire thread, so forgive me if this has already been mentioned: from a continuity standpoint, since the roof is the last thing to collapse into the ground, I would expect the rubble to be primarily made up of destroyed roof materials. What we have now appears to be the building foundation/walls instead.
Tbh I would rather not have building destruction than have this. It makes the game play worse. Most of the bases where you could fight become rubble, and I kind of liked some indoors fighting. Morton becomes extremely frustrating to defend. Partial destruction would have been better.
I think its to force people building their own stuff instead of relying on Civillians houses
I personally like the idea alot.
Morton was always a crappy spot to defend even back in CWA
It's also worth remembering the houses are likely going to go through changes to make them beefier since a single mind shouldn't level a city block
And that's not even considering mods changing them even further
Not sure where to put this but this seems like a some what related place, I discovered that dropping a weapon on sandbag emplacements and the conflict arsenals causes them to be destroyed. This was in stable, I am unsure if this was a known issue and is fixed in experimental.
Its no longer the case in exp.
Current state of structure destruction is too much. There needs to be some part of the structure that still remains standing and there also needs to be some debris surrounding damaged structures because as of right now everything looks too clean.
Example of necessary details show in the photo, dirty ground, debris not just inside the structure but also surrounding the outside, stuff like that
First, it would be incredibly useful for Game Masters to have the ability to toggle building destruction on or off and even adjust the rate at which buildings take damage. This would provide greater control over gameplay dynamics, allowing for more immersive and adaptable scenarios.
Additionally, Game Masters should have the ability to rebuild destroyed buildings, providing a way to restore structures during or after gameplay events.
For the construction truck, it would be beneficial to add features such as the ability to:
- Rebuild damaged or destroyed buildings.
- Fortify structures to enhance their durability.
- Use snap compositions to quickly and efficiently construct or enhance buildings.
Finally, incorporating compositions for destroyed buildings would be an excellent addition. These could involve either modular buildable objects or larger prefab structures, enabling players to convert or restore buildings in a streamlined and visually cohesive way. This system would not only improve gameplay flow but also enhance the creative possibilities for both players and Game Masters.
I think the contruction truck idea is very smart...
And would work great when they later add the ability to build bases anywhere on the map.
yes reinforcing buildings would be great, having to bag up the interior of a wood house to stop .50 cal would be amazing, atm the thin walls of buildings stop all calibers in their tracks
I've said this before, but if they add something like that (🤞) I think they should also make it so individual parts of buildings can be blown up, ex: an RPG rocket exposing a squad posted up in a bathroom.
I wouldnt expect this in reforger, this falls under "advanced destruction" and is to be seen in A4
Yeah, definitely not expecting it in Arma Reforger, but hopefully Arma 4.
certainly arma 4, got to keep that bar high
considering how much the reforger devs have managed to do with a much smaller team I am expecting BIG stuff from A4 devs
the only thing limiting A4 development should be hardware, the rest should go above and beyond
Rememeber how the BI guys did say that this is only the first phase of building destruction
Yeah, I have no doubt that they will go for more advanced systems
These BI devs are built different
It depends a lot on the building structure. Soviet made buildings use extensive steel reinforcement to act as fortifications in times of war.
Regular brick buildings collapse much easier
Yeah but there should still be more partially/fully standing walls or even parts of cleanings that don't just disintegrate, especially since once a building is destroyed their is barely any cover.
Yeah, partial destruction would be great
There are also many non-brick buildings, such as the concrete ones, which probably have a rebar frame inside.
Truck exploding demolished 3 buildings around it, seems exaggerated
BRIDGES?
at least the wooden ones..
and with that the ability to repair them (optionally maybe)
Would be good if it worked like Company Of Heroes or Gate Of Hell where its repaired with metalwork rather than just returning it to the original bridge.
Could do it with a construction truck?
Imagine going full speed on main road not realizing until it's too late..
Imagine setting ambushes or mines on the sides.
GM in arma 3 has something in that regard.
Construction truck could definitely be an invaluable asset in this circumstance.
Here you can see the sort of visual glitches caused by building destruction (Coastal base Chotain). You can also get stuck in the geometry of the rubble piles. The system doesn't work well and is inferior to what they had in Arma 2. The collapse of buildings and structures also buries any base composition in its proximity. Please ditch this and do a partial destruction system instead?
There are quite a few destroyable objects in the game that are done very well.
partial would be cool
ARMA 2 though didnt have anywhere near the quality of interiors and furnishing that Reforger has. Nor the expectations for performance and networking expected these days which for networking, the game is still having problems with.
Also it was only Arrowhead's buildings that had the partial destruction system, none of Chernarus' buildings had it if Im not mistaken. Reforger has a LOT more building variety which makes for a lot of work for a small team to achieve the same level of destructibility for all buildings. I also wish for the partial or at least corner destruction system that Takistan's buildings had, and I think Bohemia has plans too, but Im not sure its a realistic expectation to see it anytime soon or et all in Reforger.
I still remember when desync occurred with building destruction in ARMA 2, and two players could see the same building in a different state.
that is what a new game engine is for, one would hope that it would be more capable.. i'm no expert but i guess this is a matter of time spent in modeling and coding
reforger has like 10 buildings
This building was removed in experimental. I remember finding a partial of the small church in the files.
We are not using GBU's or 155mm arty and even then, the level of destruction has a negative effect on the gameplay. Without any cover or concealment defending some bases is impossible.
I think this kind of partial destruction might happen where it just has a damaged state and then fully collapsed, but I dont think it'll be as granular as A2s.
True, but we haven't seen the non-test values for destruction yet.
Pretty sure it was said on AMA that destruction won't have any changes in AR besides some small tweaking
I mean the advanced destruction system is pretty much what you all are talking about
A2's Arrowhead used a workaround. What I dislike about the damage system in Reforger is that it feels half assed compared to the rest of it. Damage systems are just as important as physics, ballistics and all other aspects that make the game feel more realistic. Its one area that has not improved at all. Partial destruction will require more art work but the principle is similar. To replace a full building with a destroyed one. Until we have proper destroyable buildings this would be the best option. The current system sucks.
Very much agree, not much of a fun of current implementation. Surerly the devs would like a more "advanced" system for reforger too but there will be good reasons as to why it's not happening and one of them probably just being the ressources the team has.
I was at least hoping that they would use similar technique for building destruction as they use for walls/fences and trees (at least I think thats the same technique). prefab is still replaced but instead of wall sinking into the ground it breaks into many piece. So I hope that maybe they can still make the building at least crumble and not just sink into the terrain...
The best solution would be to animate the collapse of the roof, and do partial destruction to wall sections.
Hopefully even dynamic-partial destruction sometime in Arma 4.
They could do exact same thing as now, but instead swap model with partial destroyed, and if they don't have partial destroyed model for all buildings that will be problem
https://medal.tv/games/arma-reforger/clips/jD7YhxS8rDVd1nk4p?invite=cr-MSxXa08sMjI1MTY0NzQ1LA (Can't post video file)
The Powerplant building has no debris that spawns, and the smoke stack bugs out when destroyed alongside it.
Watch Everon power plant destruction bug and millions of other Arma Reforger videos captured using Medal.
Also a potential solution to the problem of having no cover with the wreckages would be having randomized debris spawns, with different wreckage models, which can have certain corners/walls still standing in a destroyed state to maintain some cover for people moving through a city. Would also serve to randomize the destruction so it doesn't all look the same.
This should be after 1-3 mortar hits and 4-5 fully destroy a house. Thats how i would like to see it to be implemented
Yes.
I would agree if they did it in Arma Reforger (but they said they won't which makes sense), I feel like for Arma 4 just a preset partial destruction is underwhelming, a dynamic destruction system would fit Arma 4 much better.
The stop sign + the stool + razor wires can't be destroyed
Why tho?
Its not that dif
Extra work and limited timeline. Like more animation per segment or level of destruction. Then there's debugging, make sure the game didn't crash, correct segment is destroyed etc etc.
Yes it is lmao
I wouldn't expect anything more in Arma Reforger, but hopefully they are able to improve it over the span of the next couple of years to be ready for Arma 4.
Extra detail is always funnier (and realistic), and a dynamic destruction system adds many more tactics and strategies to playing, ex: blowwing a wall off with c4/a rocket to expose and clear a room.
I hope we can blow out individual walls in A4
Absoluty agree!
and hopefully wall segments will contribute to an overall building structure stability
enemy squad up 5 storeys and cant be bothered cearing or walking up stairs, thats fine, remove floor 1 and the rest will come down with it
Forget that just get rid of the stairs and now they are stuck
there is only one way down..
Just make sure you don’t get crushed by the falling debris lmao
If they ever develop the tech that can allow them to do that type of destruction, I sure hope they don't go the battlefield route where a single rpg can bring down the facade four floors.
Tower Regina blown up, making it impossible for us to switch the relay, but being there for the GM. The towers need some figuring up to do.
Known, we're looking into this one 🙂
I suggest a module that allows for destroyed towers to be rebuilt. Using the in game system.
sounds great but it will be destroyed once again
@valid lava Can't you implement the partial destroyed version that was already made? Someone posted a picture a while ago and it looked really good. The tower would break, but there would still be enough of it to do what its supposed to do.
Part of the fun lol
1.3.0.102 When the power station is destroyed nothing is left.
There is a bug in .125 where some buildings will appear destroyed for some players and intact to others. This is one of the barracks buildings in Coastal base Chotain. The other player was seeing me "wall hack".
Some floating lights remain after some buildings are destroyed.
2 wall hackers XD
I think you joined after we did, or weren't around when the building was destroyed. This a big one if it affects more buildings.
oh no...
Yeah there is much to fix still.
Fingers crossed it is fixed on stable update, please
.125
Wick Point Lighthouse (Arland) leaves behind a floating streetlight
Can we see bridges being destructible? I think having the opportunity to take out bridges would really play a huge role in logistics. Correct me if they already are.
Gon be honest probably the most disappointing destruction I’ve seen. I know that it’s simple for performance but surely you can do better than this like battlefield did it so much better like 10 years ago and it didn’t destroy performance
I don't think it's just because of performance, but timeline and priorities.
Yeah maybe they could be focused on other things I guess I love the game but it was just disappointing to get as simple as it is
I wonder if we can mod it to be "better"
Because Battlefield doesnt simulate half of what ARMA does. Frostbyte was also purpose built to allow such high fidelity destruction.
Just because something was done 10 years ago doesnt mean anything. Visual fidelity had increased so much now, its even more demanding.
Unfortunately a game cant do everything.
Not without completely recreating the assets unless they have hidden partial destruction.
A custom map could, like how Takistan on ARMA 2 had partial destruction but Chernarus didnt
I'm honestly fine with the current destruction system, is it a little immersion breaking? Sure. But Reforger has had a lot of other immersion breaking things that this actually adds to the immersion a lot
Partial destruction would be great, but I think it'd rule out 128 player stability entirely unless some clever new ways were devised.
And I'd wager a lot of money that if it was done but for example the chunks despawned after for performance and networking syncing reasons, people would complain to no end.
Arland Airpot Control Tower has no collision on the staircase after the building has been destroyed
The only thing I would suggest, is possibly a way to show the destruction level of a building through its texture. For example have cracks start to appear in the texture and have it being overlaid texture or something and once it's about to collapse have it where it's crack texture is to the point where it looks like it's about to just fall in on itself.
This would help people that are using it for shelter to know whether or not it's time to boot it
Change fueltank destruction particles to Explosion_Fuel.
yes please
should also leave fire burning for a while
i think that sandbags are WAY TOO WEAK vs explosives, they really should have alot more damage resistance against explosive blast
Fences and greenhouses just disappear now when broken. 🫡
@ destruction DEVS
it would be better if the building collapses have more states then just 2.
4 states would bring more fun and realism parts of the buildings should broke away like walls, edges or parts of the roof.
if i am in the building and want to set up a firing position - i should be able to just broke the wall with explosive charge or so - the battlefield would have a big new dimension and possibilities!
Like in Arma 3 but much better and with a new dimension - that would be cool! :)
yeah, see this was going to be the "advanced destruction" but those plans have been moved to A4, meaning reforger wont have anyhting more complex than already available
@placid berry on what is your coment based? you are a dev from BI or you just guessing?? :)
but it is sad to read if true...^^
why stoping developing great things and past it to the future? maybe A4 will never come or if its so you already had build it - better build it now then in 5 years.. :) <3
Comment is based on Reddit AMA by lead dev and BI themselves on Discord ;)
Well, there are various reasons and one of them probably being that the advanced destruction just isn't ready and done and since the Arma Reforger team is small they don't have the ressources to do everything. Arma 4 is coming 2027 which also has a much bigger team allowing them to work on it
sounds not like a valid source to me - guessing blabla is nothing i count on ^^ :D
jeah of course, thx a lot Dude!! <3 :)

but sad to read :( :D
this is really sad,
if they build it now they dont have to build it twice..
and if they are build it now they could build in A4 other deep or advanced stuff.. :( 😔
They are building it in A4. It's just won't make it to Reforger
This glue is so stronk it keeps the posters glued to air
!!
The lights remain floating!
The power lines are a bit stiff.
The “popcorn” effect of rubble flying out of the building as it falls needs to be removed. It’s a terrible effect that’s honestly laughable and immersion breaking
When a building collapse, everything is just flat. Makes infantry fights pretty lame with no cover. There should be some small walls and rubble left, for cover.
Absolutely agree with this, would be a huge improvement
It's a common point of feedback, and something we were brainstorming some solutions for, but not in the foreseeable future
Would be good to maybe have some random fire and smoke effects from a destroyed building
Agree, but it needs then a cooldown. Performance is always a problem.
If we get DLSS or FSR, it won't be a problem
Just my personal opinion but I think that optimizing games around DLSS is very bad habit and it shouldnt be done that way xD
Speaking facts
But is useful
so yeah game should be optimised alone and DLSS should be a plus only