Feature #14847

Destroyable doors

Added by BlackHawk over 4 years ago. Updated about 4 years ago.

Status:Rejected Start date:11/02/2010
Priority:Low Due date:
Assignee:- % Done:

0%

Category:-
Target version:-
Component: Affected Version:
Close Reason:Technical Implications

Description

It would be good to make C4 can be attached to doors and when it blow up, doors are knocked down. Or if this isn't possible, they can just open after explosion. And maybe door lock system? Player or AI is locking doors, and only he can open it. If someone want enter, must blow them up. And maybe entering building from window after breaking glass? These things can be useful when storming houses.

History

Updated by rye over 4 years ago

Possibility of AI/Enemy behind the door being injured or even killed if too close (blast radius) to the door too - Internal damage.

Updated by sgtmoody1944 over 4 years ago

One of the things they did right in Operation Flashpoint: Dragon Rising...forced entry of all buildings. However, they didn't have anything on the order of breach & clear.

Updated by Lazyman over 4 years ago

sgtmoody1944 wrote:

One of the things they did right in Operation Flashpoint: Dragon Rising...forced entry of all buildings. However, they didn't have anything on the order of breach & clear.

Yeah, when it comes to infantry combat and fighting in MOUT environments, DR did an excellent job. Too bad about almost everything else. It could have been a great game.

Back on topic, wouldn't it be possible to somehow attach the C4 to the door model via the ACE_Interaction menu? The way it might work is that it would open the door like with the normal command, but also wound/disorient anyone nearby (no fancy script needed, it would just be the result of the explosion), with the splash damage ignoring the door in the way.

If that works, breaching charges might be introduced, although they will probably be able to breach a wall only in maps using OA building models, with the improved destructability and all that.

Updated by columdrum over 4 years ago

Well the ideas are good... but i think that CQB // MOUT in arma2 it's really awfull, why? here a couple of reasons:

1-If you play singleplayer, the IA its really stupid moving inside buildings, so the only way to have a decent mission it's to leave the IAs statics in positions, what its boring from my point of view.

2-If you play multiplayer, the movements over the buildings and objects have more lag( you see the IAs jumping like 1-2m a lot of times, not always but still they jump more on buildings that on the ground). If it's a coop mission, the IA goes throught doors (without opening it),...

3-Grenade physics really sucks too , above all to use them inside buildings. Also movement inside buildings it's kinda orthopedic, you should be able to move freely when using short weapons like mp5 or even M4.

Well and thats only some of the issues that make Arma2 MOUT suck. I think that well once everithing else it's done, its a good idea, but till then other things should have priority. As always it's only my opinion ^^.

EDIT: if you where speaking of "outside doors", not "house doors", well that would be nice to see.

By the way, why not change the sugestion to just be able to attach the C4 to anything, it should be awesome to se it stick on the wall instead of drooping on the ground :P.

Updated by TemichSablin over 4 years ago

columdrum wrote:

By the way, why not change the sugestion to just be able to attach the C4 to anything, it should be awesome to se it stick on the wall instead of drooping on the ground :P.

Lol. I think there was something like that before. Can any1 tell me why can't you throw C4 anymore so it would stick to stuff?

Updated by rocko over 4 years ago

  • Target version set to Planned (Needs Contributors)

Updated by rye about 4 years ago

Throwable like chemlights? Would be funny to see, and useful. Chuck it on the door then blow it.

Updated by rocko about 4 years ago

  • Status changed from New to Rejected
  • Target version deleted (Planned (Needs Contributors))
  • Close Reason set to Technical Implications

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