Bugs List-version-1.01.5094 – ArmA: Armed Assault

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* Using 'Reverse Y Axis' (for mouse) control option in order to fly a chopper, when you switch back to being infantry, it also reverses it's Y Axis too. ''[1.00.5087]''
* Using 'Reverse Y Axis' (for mouse) control option in order to fly a chopper, when you switch back to being infantry, it also reverses it's Y Axis too. ''[1.00.5087]''
* No free look around to the sides as gunner on any HMMWV or UAZ. ''[1.01.5094]''  --[[User:Serclaes|Serclaes]] 00:54, 3 December 2006 (CET)
* No free look around to the sides as gunner on any HMMWV or UAZ. ''[1.01.5094]''  --[[User:Serclaes|Serclaes]] 00:54, 3 December 2006 (CET)
* Not being able to lay down on steep slopes causes player to get stuck in a lay-down/stand-up loop if badly wounded. Get on a steep incline, do '''[self] setDammage 0.99'''.   ''[1.00.5087]'' --[[User:TeaCup|TeaCup]] - 4 December 2006
* Not being able to lay down on steep slopes causes player to get stuck in a lay-down/stand-up loop if badly wounded. Get on a steep incline where you can't go prone and do a '''[self] setDammage 0.99''' to get stuck in this infinite loop. ''[1.00.5087]'' --[[User:TeaCup|TeaCup]] - 4 December 2006


==Mission issues==
==Mission issues==

Revision as of 19:43, 4 December 2006


Introduction

Help BI keep track of the bugs by confirming. Try to keep on this page a comprehensive list of bug reports from the community. This list should contain only actual bugs disrupting gameplay immersion and experience; please refrain from reporting what you feel to be missing features outside the Wishlist section below.

Don't forget to sign your additions using ~~~~

Current Public version is: [1.01.5094]

How to report

In order to keep this list clean and ordered, please try to submit bugs in the appropriate category, or in the Unsorted category below.

In order to allow easy "new reports" tracking in this list, try to use minor edits when moving bugs to another category or adjusting existing bug reports.

Feel free to post additional information (e.g. system specifications, game options used, how to reproduce the bug etc.) and discuss existing reports in the BI Forum Bug Thread.

To submit bugs in a method that is actually usable for us you need something like:

Version
Description
Reproduction
Occurance
Comments

Here's an example:

Version:
0.14.0.5016
Description:
Grass clumps floating in mid air..
Reproduction:
Location GI56
Occurance:
only seen it in that location.. so far.
Comments:
Only noticed it when I went prone. when standing it is hard to spot.

Reproduction missions can be very helpful for complex problems, when possible provide a link to the mission containing only the necessary items to illustrate the bug report.


General

  • Game did not start after install. tried the patch but got the same error message : "data file too short 'addons/weapons.pbo'." [1.01.5094]
  • When in Vehicles and buildings, the HDRR simulates a very bright atmosphere. (German Patched Version) --Serclaes 21:24, 2 December 2006 (CET)
  • When in mission, the map does not have an active area to scroll up by the cursor. Cursoring to the left, right, and bottom of the map allows scrolling, but not the top. [1.01.5094] --Scrub 7:15, 3 December 2006 (EST)
  • When in deactivating the map in mission, there is a loading screen for 5 - 10 seconds. Deactivating the map should happen instantaneously, as it did in OFP. (German patched version)
  • Sometimes when getting out of a boat the player is placed under the ground. [1.01.5094].check image

AI issues

  • AI doesn't seem to have a preference for bridges (e.g. if it's ordered to cross a river it may chose to swim, even though it will end up losing its weapons, rather than using a bridge right next to it). [1.00.5087]
  • AI often refuses to swim across a river when ordered to the other side via a "go to" command, but will do so nicely if asked from the other side to "fall into formation". But even then it often refuses to enter the water from steep banks. [1.00.5087]
  • Sometimes there are delays of 15 seconds or more between issuing a command, and it being followed by AI. [1.00.5087]
  • If I'm a commander of a tank and I give the order of attack an enemy tank, the gunner use the MG instead of cannon. [1.00.5087]
  • Sometimes if I switch from a unit to another unit, the previous unit remains blocked. [1.00.5087]
  • AI sometimes use AT weapon against infantry. [1.00.5087] --Messiah(UA) 16:53, 29 November 2006 (CET)
  • AI tanks shoot down fast and high flying choppers. [1.00.5087]
  • While rapidly skipping through enemy units using TAB, the pilot tells the gunner every unit, which is very annoying. [1.00.5087]
  • Tanks often get stuck at steep inclines, and will move neither back nor forth. [1.00.5087]
  • If tanks are somewhat stuck, the AI commander will issue new move commands every second or so, which is extremely annoying if the player is manning the gunner position. [1.00.5087]
  • AI refuses to get in repaired M1A1. They get in and get out immediately. (I think this is related to any vehicle, like in OPF) Also I think that they shouldn't get out of vehicle if it is damaged without order. [1.00.5087] --Messiah(UA) 16:52, 1 December 2006 (CET)
  • AI can't recognize any terrain in the city except the streets. The soldiers always walk around big places and don't use any stairs or so...
  • An M1A1, placed behind a T72, will not attack it, even though it will attack lesser armor. [1.01.5094] --Kronzky 19:26, 3 December 2006 (CET)
  • AT Soldiers do "not fire" at targets from a direct fire posistion. They instead fire from any position causing the AT round to hit the ground in front of them. "[1,01.5094]" -- chris3270 (UA) 10:54, 12 December 2006 (EST)
  • AT Soldiers rapid fire at target in succession and continue firing at it even after it has been destroyed until all AT rounds are expended."[1,01.5094]" -- chris3270 (UA) 10:54, 12 December 2006 (EST)

Audio issues

  • When you have 1 bullet left in your M16 and use Burst fire, you hear 3x firing sound (as if you had 3 bullets in your magazine), and weapon's recoil is incorrect too. [1.01.5094]
  • Tanks' track movement noise continues even after the movement has stopped/is too small to be noticed. [1.00.5087]
  • Issues with radio chat, when you give a lot of orders with different priorities in a short period of time. Delays for 10-15 seconds in issuing orders, the queue just gets stuck. Faced with this problem at Armored Fist SP mission. [1.00.5087] --Messiah(UA) 01:04, 1 December 2006 (CET)
  • Sometimes gun sounds just won't play, and only sound you hear is hit sounds of bullets. When this happens in multiplayer, it happens for all players ingame. It seems as if gun is never shot at close distance the sound won't load. Very common situation is AK74 sound missing when playing on west and vice versa. [1.01.5094]
  • There is a wrong usage of audio clips when issuing group members to move to a certain object. The sequence of audioclips will result in the command "unit move to object at at three o'clock". Please note the double use of the word "at".[1.00.5087] Feersum 20:51, 2 December 2006 (CET)
  • Vehicles 5000m away sound 1m away at times. [1.01.5094]
  • Huge Water fall sound from boats at times. [1.01.5094]
  • First gun fire always sounds muted.(dulled) [1.01.5094]
  • No independent sound (causes TS or Ventrillo volume problems) [1.01.5094]
  • When Squad leader and a soldier in my squad is injured I send him to field hospital, and tell him to heal but he won't heal.

Collision issues

  • You can enter vehicles through walls [1.01.5094]
  • The stairwell that's used in lots of flat outside areas often gets your's or the AI's characters stuck. Especially if you approach it in a prone position. [1.00.5087]
  • The pallets with barrels on grid Fg73 (e.g. object 606022) are indestructible, either by tank or by RPG. [1.00.5087]
  • Garbage Containers end up halfway in the ground after explosions. [1.00.5087]
  • One cannot step over bodies laying on the ground (dead or alive) [1.00.5087]
  • If you drive with a tank over a tent your tank will start bouncing/disapear in the ground and stand up almost vertical. [1.00.5087]
  • Falling 2m causes bleeding. [1.01.5094]
  • If you spawn on vehicles you cant move. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • Mk19 GL on HMMWV causes the vehicle to jump, so does the AG30 on the UAZ. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • If you board a helicopter while you were swimming, you will swim some time when you disembark on land, also you wont fall down when swimming. This could only be tested in MP. Vid01 1.6 MB vid02 12 MB DivX required for both - Sorry for the sound. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • Handguns show through thin walls when standing or prone, in 3rd person. Even worse, using ironsights allows the player to see through that wall. [1.01.5094] --Vic 10:50, 3 December 2006 (CET)
  • Bridges at FA76, GD57, GF58, HB49 and all three bridges in Delores cause vehicles to jump to various degrees when crossing.[1.01.5094]--Scrub 6:56, 3 December 2006 (CET)

Control issues

  • If I'm a commander of a BMP and I'm in 3rd person, I can't turn with mouse. But If I'm in first person, I can turn. [1.00.5087]
  • If I fire with burst or auto fire mode when i walk, the soldier stops. [1.00.5087]
  • There is a mouse lag, both movement and buttons. [1.00.5087]
  • Using 'Reverse Y Axis' (for mouse) control option in order to fly a chopper, when you switch back to being infantry, it also reverses it's Y Axis too. [1.00.5087]
  • No free look around to the sides as gunner on any HMMWV or UAZ. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • Not being able to lay down on steep slopes causes player to get stuck in a lay-down/stand-up loop if badly wounded. Get on a steep incline where you can't go prone and do a [self] setDammage 0.99 to get stuck in this infinite loop. [1.00.5087] --TeaCup - 4 December 2006

Mission issues

Please create reports only for official missions!

  • Campaign, Mission 1 (Transport)
    • The car that brings you to your first drop-off point (Corazol, GF58) doesn't always get to stop exactly at its waypoint (it might be blocked by the leading car). In that case you and your team have no way of exiting the car, and you will be stuck in there until it forwards to the next waypoint where it (and you) will go up in flames. [1.00.5087]


  • Campaign, Mission Hotel
    • The mission can be succesfully ended without killing the enemy officer. The arrival of the officer is triggered by moving to Fc64 or Fc65. When relocating to Fb63 via a wide detour north thorugh the mountains the extraction waypoint is triggered without killing the officer. The debriefing states I have succesfully assasinated the officer.[1.00.5087]


  • Campaign, Mission 2 (Dolores Bridge)
    • I can not end the mission Dolores Bridge succesfully, because I never get the "flash,flash,flash" code.I was waiting next to the bridge 20min without getting the code.And i also see a burning HMMWV falling from the sky.Let me guess its the HMMWV with the captain who should give the order.Many trucks BMPs and T72s cross the bridge and when i blow it up without the code the mission will never be a succes.(German patched version)


  • Campaign, Mission 4 (Battle of Somato)
    • Objective 3 is checked off, but next waypoint is not activated, as long as there is still an Opfor around. [1.00.5087]


  • Campaign, Mission X (CounterAttack) v1.01.5094
    • Once both shika are blowed, save the mission, leave the mission, then load the mission. A error script appear "count ((list GlobalEndArea) - ((list...

Error count : Type Number, Array, conf...." End mission will never be triggered, so we have to finish that mission, without using any save, or mission will never finish.


  • Stand-Alone Mission 2 (Sanitizing Operation)
    • If you kill the crew of the chopper that's supposed to extract you at the end, you will still finish the mission successfully, and will still unlock another mission. [1.00.5087]


  • Stand-Alone Mission 12 (Commander)
    • The trigger script for the second objective regularly crashes upon killing all OPFORs. Unfortunately I don't remember the error message. [1.00.5087]
(trigger "Berserk": "_x commandMove getPos player"" forEach Thislist)


  • Stand-Alone Mission Training, Shooting range
    • The avatar approaches any of the wooden boxes, kneels down and picks up an invisible weapon from the ground that somehow materializes in his hands. The weapons could be placed visibly on the boxes. After finishing trainig with a weapon, the avatar should put the weapon back in its place. This would be better than the simple black screen with the written message saying the weapon has to be returned. It would also make the "shouldering weapon animation" without a weapon unnecessary. [1.01.5094]

Multiplayer issues

  • In the MP game with the blackhawks, when I selected the crewchiefs slot and doorgunners slot, one click of the fire button completely emptied the minigun. all rounds were fired off, although after removing my finger from the fire button, the rounds were no longer deadly, and did not kill other players. I was a client under a non dedicated host. [1.00.5087]
  • If your gaming on a none dedicated server shots fired by teammates cannot be heard by other players. [1.01.5094]
  • Commander cannot issue a target command to his gunner and make the yellow icon appear that way. [1.01.5094]
  • Connecting to ip,recieving mission file, Crash to Desktop. [1.01.5094]
  • Weapon reload of chopper in multiplayer doesnt work totally, if you reload with hellfire and they are emptyed before - they cant be reloaded via a Ammo Truck. All other weapons can! [1.01.5094]
  • If us use a Heli in Multiplayer and do not move the Heli in any direction, for other Players the Heli warpes up and down until you move the position of the Heli again. You must at least start the engine of the Heli.
  • It is possible to respawn at the enemy base in CTI Modus.

Performance issues

  • Generally low FPS in German version. [1.00.5087]
  • Loading of textures is slow [1.00.5087]
  • After Alt-Tabbing out of the game 2 or 3 of times, you will get a CTD. [1.00.5087]
  • Can Crash to desktop using Boats.
  • Ingame,graphics can go into blocks for upto a whole mission before loading in. or random houses do it.
  • A critical bug when you play in Helicopter Gunner position with annother player as pilot: Sometimes the Weapons keep firing even when gunner does not press the trigger. This bug is known allready from old OFP!

Physics issues

  • If I place an empty car on water, it will float. [1.00.5087]
  • You can eject from very low altitude, parachute will deploy and you will land unharmed. Also weird collision occurs in this case. [1.00.5087]
  • Shop entrances placed on building walls collapse separately from the building. [1.00.5087]
  • Air to ground missiles are almost useless against moving targets. [1.00.5087]
  • Hellfire AGM-114 aquire but not fly directly to movig tank tnits, it seems like they try to aim infront of the unit and that way too far. [1.00.5094]
  • Satchel charges disappear when you disable them if your inventory is full. If inventory is not full, disabled satchels are taken back -> OK ; if inventory is full they vanish -> NOK. still present in [1.01.5094]
  • Getting out of a boat puts you 50m up a hill. [1.01.5094]
  • Getting out of boat makes you sink into the ground for 10seconds. [1.01.5094]
  • Boats do Ubar jumps on Piers. [1.01.5094]
  • Invisible Glass on side edge of buildings. Makes AI invunrable and you a hittable target. [1.01.5094]
  • AI in hotels or houses can shoot thru the floor below. [1.01.5094]
  • Bridges, Infantry can get stuck on edge. [1.01.5094]
  • Bridges, Vehicles do bunny hopping over them 1m at a time. [1.01.5094]
  • Bridges, S.Charges on the floor blows up at the top. [1.01.5094]
  • Rooftops with 1 foot high edge rims around them allow AI to fire thru them when prone,but be invurable to fire. [1.01.5094]
  • Building Doors,going Prone makes problems. [1.01.5094]
  • Outdoor Toilet Doors when kneeling on toilet can kill you when Opening them again. [1.01.5094]
  • A chopper can crash to the ground without exploding when somebody is aboard. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • Jumping out of a helicopter in a height of 1 meter will cause death. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • 70 ton heavy tanks bounce like balls if I shot the gun.(German patched version)
  • Vehicles are fired into the sky when it hit an edge of a building.(German patched version)

Realism issues

  • Tracers cannot be disabled. [1.00.5087]
  • The aiming of the M4 Carbine with iron sights is WAY off [1.00.5087]
  • The glass on the civilian bus is bullet proof (confirmed) [1.00.5087]
  • In 1st person view when turning and shooting a weapon the tracers appear in midair about 6-12" off the weapon to the inside of the turn. [1.00.5087]
  • Sight of PK machine gun is off, bullets hit well below sight even at extremely close ranges. Video demonstrating the bug (640x512 12MB XviD AVI) [1.01.5094] Feersum 20:51, 2 December 2006 (CET)
  • Helicopter Joytick movement - nose up and nose down is not analog. It's digital, what makes it nearly impossible to aim on targets with FFAR rockets.This counts for any Joystick used. Exact movement with Joystick is not possible! The old OFP Joytick movement was way better (except realism of flight dynamics).
  • Vehicles in water begin to burn. A better solution would be to simply destroy their motors. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • Destroyed Stryker wheels arent shown as destroyed. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • UAZ windows are bullet proof and HMMWV ones too but the damage texture of the HMMWV shows holes. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • The entry areas to vehicles arent very accurate. For example you cant board the MH-6 on both sides. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • If u lean, weapon stays where it is. Impossible to shot around corners this way. This makes leaning useless. Watch tracers to see the effect.
  • The rudder of the MI17 is strange.One short pressing of the X or C causes the chopper to spin.Even when I steer with Fightstick.(German patched Version)
  • The Ka50 is like a flying tank. The fly-model should be more like the one of the Cobra.(German patched version)
  • Every soldier should move when reloading a magazine of his gun.(German patched version)

Scripting issues

  • Attempts to execute a nonexisting FSM crashes. [1.00.5087]
init = "this doFSM ["test.fsm", position player, player]" [1.00.5087]


Server issues

Visual issues

  • No weapon model for the laser pointer [1.00.5087]
  • It's not possible to see other soldiers if you look at them through the window of the Hotel building... [1.00.5087]
  • Weird LOD choices reported sometimes [1.00.5087]
  • There is an error in animation of soldiers, when you have a pistol and you are crouched if you go forward the animation is wrong [1.00.5087]
  • The injury indicator is not being reset after getting healed [1.00.5087]
  • After using NVGs once and then taking them off in nighttime missions light emitted from street lamps (etc.) isn't visible anymore. [1.00.5087]
  • When a tank is hit by a RPG/AT4, there is no dust or other effects, just a fireball, which is too big for a rpg, and very unrealistically looking. [1.00.5087]
  • Dropped ammo becomes invisible after walking around for a while, but it can still be picked up. [1.01 version]
  • In external view, holster is always empty. We cannot see the handgun inside.
  • Grass when prone,cannot see anything. AI prone see's perfectly. [1.01.5094]
  • Fog on Full, player cannot see more than 50m,AI can still see you at 500m. [1.01.5094]
  • Units (infantry or choppers etc) Visable,then disapear on the spot,then reapear again. (does it even more when you zoom in) [1.01.5094]
  • Dead pilot has a strange view click. [1.01.5094] --Serclaes 00:54, 3 December 2006 (CET)
  • 3rd person player model gets messed up at the neck if you point your weapon to the ground and use freeaim to look to sides. This seems to be due to the body and head being animated separately [1.01.5094] --Vic 10:52, 3 December 2006 (CET)

Wishlist

The wishlist can be found here.