Bug List – ArmA: Armed Assault

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{{Important|Bug additions are to be clear and concise. Information on how to reproduce and locate bugs or visually displayed with a movie or image is essential in helping [[BI]] fix any bugs as quickly as possible. Your additions are to be signed and version number properly identified or your addition will be removed without notification.}}
{{Feature|important| '''BUG TRACKER'''


__NOTOC__
The ArmA bug tracker is unavailable at this time.}}
 
==Introduction==
 
Help [[BI]] keep track of important bugs by contributing to this list! Before you begin editing, read over the '''How To Report''' section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.
 
If you have a more detailed bug report that requires more room then makes sense for the '''Biki'''  then go to the [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi BIS Forum] and find the current bug thread and post it there.
 
There is a [[Armed Assault: Wish List|wishlist]] for making suggestions to improve Armed Assault, please use this list for those suggestions
 
You should only post bugs about the '''current version'''
 
'''Current ArmA version is:''' ''[1.02]''
 
'''Current Dedicated server version is:''' ''[1.02]''
 
You can find information about the '''1.02''' patch [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=72;t=55917 here]
 
The old bug list can be found here [[Armed_Assault:_Bugs_List-version-1.01.5094]].
 
==How to Report==
 
Submitting bugs in a usable format is <u>essential</u>. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be '''removed''' or '''ignored'''.
 
1. Post in the appropriate section.<br>
2. Always sign your entries by adding <nowiki>~~~</nowiki> after your addition. '''Failure''' to sign your addition will result in someone removing your addition without notification.
 
Here are a couple of decent '''examples''' of usable information.
 
* Grass clumps floating in midair @ GI56, noticeable when going prone only ''[1.01.5094]'' - <nowiki>~~~</nowiki>
* 90% of the time when getting out of a boat the player is placed under the ground. ''[1.01.5094]''.[http://img291.imageshack.us/img291/8614/armartn1.jpg check image] - <nowiki>~~~</nowiki>
 
 
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 Issues==
 
* There is no way to update to 1.02 if you are using an 64bit operationg system. Update programm says "sara.pbo is missing" but you will find the data in your install directory. ''[1.02]'' [[User:Drullo321|Drullo321]] - try temp fix on [http://community.bistudio.com/wiki/Talk:Armed_Assault:_Bugs_List#Installation_issues discussion page]--[[User:SniperAndy|SniperAndy]]
 
* Placing an Object from  Empty->Sounds causing an error message after placing and upon mission start: "cannot load texture ca\data\data\vlajka.paa". [1.02 (german)] -- [[User:W0lle|W0lle]]
 
* Several owners of the German version report a bugged seagull. Wings don't move in [1.02 german]. Does not effect all owners of the German game --[[User:SniperAndy|SniperAndy]]
 
* The chat txt field is located under exisiting chat messages. making it impossible to see what you type. this is in 800x600 as well as in 1024x768 (maybe also oter resolutions).[v1.01-v1.02] --[[User:SniperAndy|SniperAndy]]
 
* Disabling tracers in "Difficulty" menu does not work correctly. Tracers still shown in-game. ''[1.02]'' --[[User:Sniperwolf572|Sniperwolf572]]
 
* Destroyed Ammo crates burn for a few seconds, then fire stops and ammo crates look like nothing ever happened. They have no destroyed model nor at least a damaged Texture.  [1.02]  -- [[User:W0lle|W0lle]]
 
* Ammocrates (e.g. AmmoboxWest) can't placed on something with setpos command. In MP command works on server but not on clients, there they stay on ground. [1.02] -- [[User:W0lle|W0lle]]
 
* Unable to reload while command menu is open. ''[1.02]'' --[[User:Sniperwolf572|Sniperwolf572]]
 
* After applying patch 102 i tried playing death Isle Flag fight but got error:  Picture  ca\data\data\usa_viajka.pac and server dumped to mission lobby. when i made my own server and started up same FF i got the error but imy server didn't dump so when i went to the flag, there wasn't one nor was there the indicator to take the flag. [102] Dedicated Server [102] --[User;russin]
 
==AI Issues==
 
* I placed a Shilka next to an M1A1 commanded by Player. The Shilka wouldn't open fire on my tank, for a while, even though its gun followed my tank. It eventually opened fire after a minute or so. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
 
* Strykers have difficulty crossing bridges. This problem may occur with other units, but definitely with the Stryker. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
 
* waypoint/routing issues: AI infantry units within a group easily get lost ('trapped') within fencing boundaries f.e. around farm houses with one/small entry or exit zones (don't find a way out) [v1.02] - [[User:wiper|wiper]] 16.Dec 18:00 CET
 
* Repeated reports of AI "stacking up" when they exit a vehicle [http://www.pixxxhost.com/img/0b1e093cfe1dde9f7fb1cd97c6f2bd3c/arma_bug.jpg Screenshot]. Seen in SP and in the campaign when defending the airport. Wasn't able to reproduce so far. [v1.02 german]--[[User:SniperAndy|SniperAndy]]
 
* AI units mostly don't follow over bridges (f.e in "column" formation)  and tend to fall off the bridge. AI constantly seems to look for different path sideways off the bridge and occasionally move through balustrade/bridge wall (see also Collision Issues) [v1.02] - [[user:wiper|wiper]] 16.Dec.06, 19:30 CET
 
* After entering many buildings via waypoints, AI rarely manage to get out/find their way out. After testing results show, that in 90% of situations, AI won't get out. Also, after reaching the waypoint inside the building, if AI group contained more than one member, most of the AI will end up all in one place, and inside each other. Not related to any specific house/building. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* AI can't enter boats from the water side [1.02] --[[User:SniperAndy|SniperAndy]]
 
==Audio Issues==
 
* Turning off Hardware Acceleration makes the music really quiet. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* No sound for "Get In" command, so if you command your soldier number 2 to get in the HMMWV as driver, you will hear "Two, driver, that Humvee." ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* No sound for "Stay Crouched" command, so if you command your soldier number 2 to stay crouched, all you will hear is "Two, ...". ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Some sounds replay if they haven't finished properly or have been interrupted.
:Example: Put yourself in editor, detonate a Satchel Charge, during any part of detonation, pause the game, then unpause it. Detonation sound will replay, no matter at what point did you stop it, it will play again unless you have let it end.
: ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* First shot always sounds muffled. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* sound damping('muffling') effect for vehicles passing behind foliage (trees, bushes) should be disabled. In fact in RL there is *some* damping effect by nature but it is not very noticable .. at least not that much. In ArmA a BMP passing a nearby bush sounds like passing a house or other solid object (maybe only caused by my sound system [audigy2]? - sry if so) ''[1.02]'' - [[User:wiper|wiper]] 15.Dec.06, 22:30 CET
 
* No sounds for "Formation wedge & staggered column" commands, you just hear the radio squelch ''[1.02]'' [[User:Burns|burns]] 01:19, 16 December 2006 (CET)
 
* Placed as a gunner in a M113 you barely don't hear a flying chopper around you. The sound is there but it is scarcely audible. This may happen in other vehicles too but haven't tested it yet. [1.02] -- [[User:W0lle|W0lle]] 03:59, 16 December 2006 (CET)
 
==Collision Issues==
 
* You can walk over (and stand on) fence poles in wine fields [http://hx3.de/files/team/mrburns/ARMA_fencebug.jpg pic1] [http://hx3.de/files/team/mrburns/ARMA_fencebug1.jpg pic2] [http://hx3.de/files/team/mrburns/ARMA_fencebug2.jpg pi3] ''[1.02]'' [[User:Burns|burns]] 01:40, 16 December 2006 (CET)
 
* AI units which follow over bridges (if so, most don't!) tend to fall off the bridge. They constantly look for different paths sideways off the bridge and occasionally move through the balustrade/bridge wall (see also AI bug reports) [v1.02] - [[user:wiper|wiper]] 16.Dec.06, 18:10 (edit 19:24) CET
 
==Control Issues==
 
* Bullets are not going where they should. I am using the M4 Aimpoint, am prone, and when I use single fire, the bullets do not go to the "dot" most times. If this is FADE then let me know, the only thing I have installed is the Czech->English lang pack. [1.02] -- [[User:Zombie Mod|Zombie Mod]]
 
* The two  story building with the 4 rooms (e.g. ObjectID 135099 in Modesta): Sometimes it's very difficult to open the doors in the upper story. Especially the left handed door when you turn after the stairs is extremely difficult. I always need 2 or 3 attempts to open it. [1.02] -- [[User:W0lle|W0lle]] 04:08, 16 December 2006 (CET)
 
* Under the Controls dialog, the '''"Y Axis" option''' can be reversed for flying using your mouse, but it also reverses it for infantry looking and it should not affect infantry. [1.02] -- [[User:Dr_Eyeball|Dr_Eyeball]], 17 December 2006
 
* Sometimes during a game I have to push and hold a key on the keyboard 1-2 seconds to stand up / lay down / reload /etc. Mouse is uneffected. Even the Game is closed I have to push and hold a key to see any effect, normalizing 15-20min after ArmA is closed. Witnessed in 1.01 and 1.02. [[User:Mantelmann|Mantelmann]] 19:23, 17 December 2006 (CET)
 
==Editing & Scripting==
 
* Referencing nonexisting files with [[doFSM]] and [[addAction]] (if the file does not end with .sqs) crashes the game. ''[1.02]'' -[[User:Salisan|Salisan]]
 
* The SetUnitPos command does not work regardless of being "UP","down". ''[1.02]'' [[User:Hoz|hoz]]
 
* 'SetWaypointPosition [pos,rad]' very often lets the unit hang after arriving at the waypoint - especially when inside of buildings. Compared to that 'SetWPPos rad' does a much better and solid job ''[v1.02]'' - [[User:wiper|wiper]], 15.Dec.06, 2245 CET
 
==Island Issues==
 
==Mission Issues==
 
* The campaign mission where you have to repel a massive armoured assault on the BLUFOR base (Tangan???) using 3 AH1 helicopters - when you are flying to the BLUFOR base it takes 5 minutes because the AI choppers are so slow. If you fly ahead of them, you are disciplined by your squadron leader. ''[1.02]'' [[User:Zombie Mod|Zombie Mod]]
 
Also on the same mission, if at the start you tell your gunner to get out the chopper and be the pilot (as he can keep in formation much better than I can) one of two things happens: (1) he runs off following the other choppers - ON FOOT, or (2) he flies to the first waypoint but NOT in formation, and you get disciplined. ''[1.02]'' [[User:Zombie Mod|Zombie Mod]]
 
* SP Mission "Messenger" (the the one where you´re supposed to bring back up troops via truck) is now missing fog; making it harder to survive the start and also making it more laggy ''[1.02]'' [[User:Burns|burns]] 01:30, 16 December 2006 (CET)
 
==Multi Player Issues==
 
* No MP network connection after upgrade to 1.02 1.01 was (and is) fine. [1.02] <br> Link to [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=8cac1929848de9549424dde60616b053;act=ST;f=68;t=55944 Forum Post]. -[[User:Iron_Eddie|Iron Eddie]]- this is posted in the [http://community.bistudio.com/wiki/Talk:Armed_Assault:_Bugs_List discussions section] already --[[User:SniperAndy|SniperAndy]]
 
* Using a [[hosts.txt]] file kills your performance in the MP browser, as soon as you remove the file,  Your performance returns. ''[1.02]'' [[User:Hoz|hoz]]
 
* If you have a gunner in the helicopter (AH-1Z and UH60 & MG) and he fires some rounds with the Minigun, the amount of ammo continues to count down to zero, even if he stops to fire! It wont stop till its OUT OF AMMO! --[[User:TheVoodoo|TheVoodoo]]
 
* No firing sound and firing visuals (muzzleflash, tracer) with MP5 in Multiplayer as spectator.
 
==Dedicated Server Issues==
 
* While on a dedicated server and Player takes driver position in either an Abrams or T72 then switches to manual fire; fires once then fires the main/canon gun again before reload, weapon will fire rapidly until all ammunition is depleted. This could not be duplicated in single player or on a hosted game. [1.02] [[User:HitSqdhaXor|HitSqdhaXor]]
 
==Performance Issues==
 
* Overall decreased performance compared to v1.01  ''[1.02 (german)]'' [[User:Burns|burns]] 01:59, 16 December 2006 (CET)
 
* When using the ACOG or M24 sights I have a massive drop in FPS, from 40  down to 30 for example. [1.02] --  [[User:W0lle|W0lle]]
 
* When shutting down the german version my system would keep up to 500MB in the system load for some time. No reference to ArmA in task manager. Only high system load after game exit [1.02 german]--[[User:SniperAndy|SniperAndy]]
 
==Physics Issues==
* Turret/Cupola of tanks seem to have almost no inertia. Cupola rotational movement(mainly stopping) feels too direct. Inertia in OFP felt much more natural like rotating tons of steel [v1.02] -[[User:wiper|wiper]] 16.Dec.06, 01:11 CET
 
* AH1 Cobra able to do loops? imho impossible in real life. Would be ok for the littlebird though. (if there´s an enhancement in heli physics either make it like BF2 or just like OFP) ''[1.02]'' [[User:Burns|burns]] 01:21, 16 December 2006 (CET)
 
* Auto-hover in choppers seems to make the chopper rotate left, right on its own accord if you take your hands off the controls (ie: don't move the mouse). It's weird. Wind effects?  ''[1.02]'' [[User:Zombie Mod|Zombie Mod]]
:: It's the tail rotor, if you're damaged it slows down a bit. Taking your hands off the controls might also stop it from automatically compensating for the counter-torque. --[[User:BigDawgKS|Big Dawg KS]]
 
* US timed grenades bounce/roll on water surface ''[1.02]'' [http://hx3.de/files/team/mrburns/arma_grenadebug.avi see video] [[User:Burns|burns]] 01:44, 16 December 2006 (CET)
 
* Still swimming soldiers and floating bodies aren´t really affected by waves, they always keep the relative height to the ground [http://hx3.de/files/team/mrburns/ArmA_float-behaviour.avi see video] ''[1.02]'' [[User:Burns|burns]] 01:48, 16 December 2006 (CET)
 
==Realism Issues==
 
* Weapons magically stick to dead units ''[1.02]'' [[User:Burns|burns]] 01:50, 16 December 2006 (CET)
:: Would this be more appropriate in the wish list? IMO it's not a bug, but a non-feature (that feature being the bodies dropping their weapons). --[[User:BigDawgKS|Big Dawg KS]]
 
* First Unit placed in a Helicopter still is placed on the co-pilots seat instead of being placed in the back (or the side of an MH-6). [1.02]  -- [[User:W0lle|W0lle]] 04:10, 16 December 2006 (CET)
 
==Units/Vehicles==
 
* Placing an "Helicopter" class vehicle in the editor and removing all of its ammo results in gunner view being very odd. You can move your mouse to move the gun, but view will remain fixed in one direction, usually towards the front of the helicopter. It doesn't matter if helicopter is crewed or not from the start. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Steering wheel on RHIB boats turn in the wrong direction. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Placing an Helicopter on the map and removing it's fuel still makes the crew "abandon" it's vehicle and proceed on foot. [1.02] --  [[User:W0lle|W0lle]] 04:11, 16 December 2006 (CET)
 
* .50 Cal. Machine guns of M113 and 5T Truck with MG have faulty ironsight view of the MG, if you turn off the crosshair, it's almost impossible to aim accurately. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* When a Stryker tries to cross a bridge, speeds drops below walking speed. Tried & confirmed in Corazol moving from west to east on the main bridge [1.0.2. CZ] -[[user:Zanzibar|Zanzibar]]
 
* Stryker with Grenade Launcher stops and shakes wildly whenever grenade launcher is fired.  Other vehicles with grenade launcher just stop when fired. [1.0.2] -[[user:Rudedog|Rudedog]]
 
==Visual Issues==
 
* Night sets in too abruptly. MP Clean Sweep mission revealed that bug just by chance. I have set up a small [http://surfacezero.com/uploads/Sniperwolf572/AbruptNight.Intro.rar test mission] to show it's occurrence. Play the mission and accelerate time, few minutes afterwards everything besides the sky goes black. Time at which this happens varies from month and day, so every day has the bug occurring at different time. Reverse happens in the morning, set the time of the test mission provided to 05:30 and accelerate time. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Glass for hostel and lot of car are not transparant for unit [1.0.2 GER] [[user:dob|dob]]
 
[[Category:Armed Assault]]
 
* Glass visor/optic on Stinger is see-trough. Similar to old OFP glasses bug. [http://www.surfacezero.com/uploads/Sniperwolf572/seetrough_glass.jpg Screenshot] demonstrating the bug. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Double crosshairs on first person view on gunner position of Stryker (M2). [http://www.surfacezero.com/uploads/Sniperwolf572/doublecrosshairs.jpg Screenshot] to demonstrate. Upper crosshair should probably be the dot crosshair. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Light cones light up objects and terrain behind them, where those objects and terrain are not exposed to light in any way. [http://www.surfacezero.com/uploads/Sniperwolf572/lightConeIssue.jpg Screenshot] to demonstrate. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* All Weapons with mounted Grenadelauncher (M4+M203...): Left hand placed in wrong position! It stucks between weapon and grenadelauncher! Its supposed to be placed below the GL! ''[1.02]'' --[[User:TheVoodoo|TheVoodoo]]
 
* Wood stacks looking strange if destroyed [http://www.surfacezero.com/uploads/burns/ARMA_bug4.jpg pic] ''[1.02]'' [[User:Burns|burns]] 02:07, 16 December 2006 (CET)
 
* During pistol reload animation, primary weapon proxy is attached to the arm instead of the back. Can look very weird if aiming up or down. [http://www.surfacezero.com/uploads/Sniperwolf572/primwproxdpr.jpg Screenshot] ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Harrier Cockpit window allows to look through building walls. [http://www.zz-united.de/bilder/wallhack.JPG See Image] --[[User:SniperAndy|SniperAndy]]
 
* Vehicle '''Compass Contrast''' is inadequate. Cannot read it against sky. It should be light text on a dark background. Make the background darker. [http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/ArmA_Compass_Contrast.jpg See image] -- [1.02] [[User:Dr_Eyeball|Dr_Eyeball]], 18 Dec 2006.
 
==Weapons==
 
* Model for laser designator is still missing. ''[1.02]'' ++[[User:Str|Str]]
 
* No recoil on MP5. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
 
* Model / Placement for "Javelin Antitank" totaly messed! ''[1.02]'' --[[User:TheVoodoo|TheVoodoo]]
 
* Still no M203 iron sight although the engine would be perect to simulate rl sight behaviour ''[1.02]'' [[User:Burns|burns]] 01:27, 16 December 2006 (CET)
 
* M203 grenades still explode if impact is closer than 30m. They should get live after about 30m flight path only ''[1.02]'' [[User:Burns|burns]] 01:27, 16 December 2006 (CET)
 
* MG´s reload to fast ''[1.02]'' [[User:Burns|burns]] 02:00, 16 December 2006 (CET)
 
* In MP, if you fire once one of the M134 fixed on the blackhawk or the gun from the cobra it will be emptied without causing any damage (except if you press the left mouse button). This bug was already present in the versions before. ''[1.02]'' --[[User:Serclaes|Serclaes]] 10:48, 16 December 2006 (CET)

Latest revision as of 03:08, 7 February 2021

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