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.
 
{{Important| '''Bug priorities'''
 
To make it easier for BI people to see important bugs, we introduced bug priority templates. Don't use them, only [[User:BigDawgKS|BigDawgKS]], [[User:Sniperwolf572|Sniperwolf572]], the BI staff and the [[Bohemia_Interactive_Community:Administrators|wiki sysops]] are allowed to add priorites.}}
 
 
==General Issues==
 
{{Bug priority|1|
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]]
}}
{{Bug priority|1|
Unable to reload while command menu is open. ''[1.02]'' --[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|3|
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]]
}}
{{Bug priority|3|
Disabling tracers in "Difficulty" menu does not work correctly. Tracers still shown in-game. ''[1.02]'' --[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|3|
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]
}}
{{Bug priority|4|
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]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|
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]]
}}
 
 
==AI Issues==
 
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
Strykers have difficulty crossing bridges. This problem may occur with other units, but definitely with the Stryker. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
}}
{{Bug priority|2|
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
}}
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
Resistance affiliation (''RACS friendly to east, west, all, none'') seem to be applied to civilians too. ''[1.02]'' --[[User:Kronzky|Kronzky]] 06:25, 18 December 2006 (CET)
}}
{{Bug priority|3|
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
}}
{{Bug priority|3|
AI fails to find a path between some objects and/or vehicles (major issue in cities) if the cap is too narrow (though quite wide). See [http://www.kyllikki.fi/temp/ArMashotteja/AIpathfinding.wmv example video.] [v1.02] - [[User:Vänskä|Vänskä]] 18.Dec 14:00 CET
}}
{{Bug priority|3|
AI can't enter boats from the water side [1.02] --[[User:SniperAndy|SniperAndy]]
}}
 
{{Bug priority|4|
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]]
}}
 
 
==Audio Issues==
 
{{Bug priority|2|
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)
}}
{{Bug priority|3|
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
}}
{{Bug priority|3|
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)
}}
{{Bug priority|5|
Turning off Hardware Acceleration makes the music really quiet. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|
First shot always sounds muffled. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
 
 
==Collision Issues==
 
{{Bug priority|4|
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)
}}
 
 
==Control Issues==
 
{{Bug priority|3|
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)
}}
{{Bug priority|4|
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
}}
 
 
==Editing & Scripting==
 
{{Bug priority|1|
Referencing nonexisting files with [[doFSM]] and [[addAction]] (if the file does not end with .sqs) crashes the game. ''[1.02]'' -[[User:Salisan|Salisan]]
}}
{{Bug priority|1|
The SetUnitPos command does not work regardless of being "UP","down". ''[1.02]'' [[User:Hoz|hoz]]
}}
{{Bug priority|2|
Whether enemies are counted via [[countEnemy]] seem to depend on the knowledge about the enemy. Sometimes though, the count will also jump up or down without any any changes in the knowledge at all ([http://kronzky.info/misc/countenemy.zip demo]). ''[1.02]'' --[[User:Kronzky|Kronzky]] 07:10, 18 December 2006 (CET)
}}
{{Bug priority|3|
'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==
 
{{Bug priority|4|
On island Sahrani, tower at SW corner of GREF FH70 id number 562390 is unoccupyable. Ladder points toward fence and soldiers refuse to go up ladder --[[User:Taggart|Taggart]]
}}
 
==Mission Issues==
 
{{Bug priority|4|
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)
}}
{{Bug priority|5|
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]]
}}
 
==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]]
** Quick-Fix/Workaround: assign different target? (i.e. "none") [[User:Weasel75|Weasel75]] 12:55, 18 December 2006 (CET)
 
* MP Respawn Type 2 and 3, Ver. 1.02: SoldierGCommando respawn releases an error. "No entry bin\config.bin/CfgMagazines.30rnd_9x19_MP5SD30rnd_9x19_MP5SD". Failur in caracters.pbo- CfgVehicles- SoldierGCommando: respawnMagazines = {"30rnd_9x19_MP5SD", "30rnd_9x19_MP5SD30rnd_9x19_MP5SD"};. correctly is: respawnMagazines = {"30Rnd_9x19_MP5SD", "30Rnd_9x19_MP5SD", "30Rnd_9x19_MP5SD", "30Rnd_9x19_MP5SD"};. SoldierWSaboteurPipe2 with the same Weapon function correctly.--[[User:Loki|Loki]] 10:14, 18 December 2006 (CET)
 
* Occasionally when connecting to servers, you will get a bad version message.  But if you close ArmA and reconnect, all is fine.  Also, MP browser is extremely non-user friendly and sorting does not work as expected.''[1.02]'' [[User:Rudedog|Rudedog]]
 
* Multiple vehicles on dedicated server.  With player's as driver and gunner in a T72, gunner would fire but driver would have no animations or sound of the gun firing in first or 3rd person.  Although the ammo counters would decrease as they should.  We tested this in many vehicles with the same results.''[1.02]'' [[User:Rudedog|Rudedog]]
 
* "Kick Off" and "Close" buttons overlapping eachother on player info screen when logged in as admin. It is very hard to close this dialog without kicking the currently highlighted player off the server. Bug still visible in version 1.2 at 1280x1024 resolution. Here is a screenshot of the problem. [http://www.myfilebin.com/userfiles/Hudson/ds_kick_close.jpg Screenshot] [[User:Hudson|Hudson]]
 
* Squad logo not displaying correctly on player info screen. Squad image shows as black image only. Tested with user made paa/pac files and also official BIS paa/pac vehicle icon files. This bug is present in all current versions of the game (1 - 1.2). Screenshot of the problem [http://www.myfilebin.com/userfiles/Hudson/squadlogo.jpg Screenshot] [[User:Hudson|Hudson]]
 
 
==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)
: I think this is working as designed and not a bug. Its the same way with trucks the cargo position 1 starts in the front seat. [[User:Hoz|hoz]]
 
 
==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)
: This sounds like its working as designed. Why would the crew stick around if it can't fly the helo without fuel? [[User:Hoz|hoz]]
 
* .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]]
** "This gun has far too much recoil for the Stryker's weight class." from http://en.wikipedia.org/wiki/Stryker_Vehicle_Controversy - so the shaking simulates that point? [[User:Weasel75|Weasel75]] 12:34, 18 December 2006 (CET)
 
* M113 models have little problem with stop light texture,when in shadow zone.[http://www.gops.it/foto/arma_bug04.jpg Image] --[1.02]
 
* Heli and Aircraft still disappear sometime. [http://www.gops.it/video/arma_heli_bug.wmv See video] --[1.02]
 
 
==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 are not transparent 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.
 
* Still problems with destruction/rost-texture. Destroyed vehicles show different textures in different distances, sometimes flickering between regular and destructed texture. [[User:Weasel75|Weasel75]] 12:04, 18 December 2006 (CET)
 
* Dead corps desappear,already reported by burns with ver.1.01..I add a video for better explaination ,not with all units & only in 1st person view,Blufor Officer yes for example. [http://www.gops.it/video/arma_body_bug.wmv See video] --[1.02]
 
 
==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)
 
* MP5 and MP5SD magazines do not have "names". Screenshot soon. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]

Latest revision as of 03:08, 7 February 2021

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