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'''


==Introduction==
The ArmA bug tracker is unavailable at this time.}}
 
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.<br/>
3. Add your bug using the [[Template:Bug priority|template Bug priority]] with '''priority 0''' add the end of the appropriate section. Authorized people will alter the priority of your bug.
 
The source code of a new bug with the [[Template:Bug priority|template Bug priority]] should look like that:
 
<pre>{{Bug priority|0|
YOUR TEXT HERE -~~~
}}</pre>
 
Here are a couple of decent '''examples''' of usable information.
 
{{Bug priority|0|
Grass clumps floating in midair @ GI56, noticeable when going prone only ''[1.01.5094]'' - <nowiki>~~~</nowiki>
}}
{{Bug priority|0|
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. Add new bugs with priority 0. Only [[User:BigDawgKS|BigDawgKS]], [[User:Sniperwolf572|Sniperwolf572]], the BI staff and the [[Bohemia_Interactive_Community:Administrators|wiki sysops]] are allowed to set priorities to values higher than 0.}}
 
__TOC__
==General Issues==
{{Bug priority|1|
More issues with 64bit systems and german version1.02. Game crashes after a few minutes '' AppName: arma.exe AppVer: 1.2.0.5103 ModName: arma.exe ModVer: 1.2.0.5103 Offset: 001335c2''. Same report - several users. This is after they used install work around from [http://community.bistudio.com/wiki/Talk:ArmA:_Bug_List Talk Page] [v1.02 german] -[[User:SniperAndy|SniperAndy]]
:I also would suggest that they send their arma.bidmp, arma.mdmp and arma.RPT files to [[BI]]. --[[User:Sniperwolf572|Sniperwolf572]] 16:19, 19 December 2006 (CET)
}}
{{Bug priority|2|
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|2|
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|4|When using a [[ArmA: Startup Parameters|custom profile location]] the location for MP-missions is messed up. Downloaded missions are written into the root of the profile folder (this creates a folder called MPMissionsCache that's actually interpreted as another user profile), but for hosted games they are read from the folder in the main ArmA directory. This means that downloaded missions are not available for hosted games, and that missions that already exist in the main folder will nevertheless be downloaded into the profile folder). [1.02] --[[User:Kronzky|Kronzky]] 17:12, 20 December 2006 (CET)}}
{{Bug priority|4|
Explosions hurt/kill thrue walls - not just grenades, but also exploding vehicles.  [[User:Weasel75|Weasel75]] 07:00, 28 December 2006 (CET)
}}
{{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/ArmA:_Troubleshooting ArmA Troubleshooting 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]]
}}
{{Bug priority|5|
2 Displays at a Workstations - Arma will start always on the left Display. In my case its Display #2 (left) and #1 (right) will be ignored. So i´m not able to play ArmA on the left, because the Controls doesn´t work in this case... Also Display #1 is the 'gaming Display'. Other Games will start with priotrity on the right (#1)! Versions [1.00]<-->[1.02]. If #2 was disabled in XP Preferences ArmA can be start normal. Controls will work fine on only one Display[[User:Giwoody|Giwoody]]
}}
{{Bug priority|5|
German version has wrong text in Filter option dialog in multiplayer server list screen. Both "Min players" and "Max players" have translation "Min. spielen" [1.02] -[[User:Feersum|Feersum]]
}}
{{Bug priority|5|
Scrolling in the map screen is very choppy or don't work at all. This applies to up/down, not left/right. [v1.02] --[[User:Xpz|Xpz]]
}}
{{Bug priority|5|
Rahmadi mission created with mission editor. In a humvee the headlights from a vehicle behind you shows through humvee solid rear wall.[v1.02] --[[User:RickOShay|RickOShay]]
}}
{{Bug priority|5|
Water texture, colour and tide effect is quite primitive by comparison to other highly realistic textures and effects in Armed Assault. It is also difficult to get out of the water even where the beach slope is gradual.[v1.02] --[[User:RickOShay|RickOShay]]
}}
 
{{Bug priority|5|
While in tactical view the first command (e.g. goto ...) is assigned to all units, not the selected one.
Workaround: deselect unit, select unit again, command.
Assigning "goto" command to multiple units lets vehicle members disembark. -[[User:Marco Polo|Marco Polo]]
}}
{{Bug priority|5|
'Fire object' dropped into a mission and lit does not damage the player when too close to it. This may apply to other objects which catch fire not sure. Damage modelling problem. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
 
{{Bug priority|5|
Filename for a mission can't be longer then 31 characters, for example "CONST_NowThisIsAnUberLoneOne_MP" will be saved as "CONST_NowThisIsAnUberLoneOne_M". In addition, missions with a space in it (e.g. "This Is Just A Demo" is saved as "This%20Is%20Just%20A%20Demo". While the first can be a problem, second one would be nice to see fixed. --[[User:W0lle|W0lle]]
}}
 
{{Bug priority|5|
Team-bar gets no (or delayed?) upate for healed team-members. Once a team-member goes "red", it stays red, even after healing at the medic or medic-tent. Tested in SP with me as #1, after injury and healing, I still was red..... [[User:Weasel75|Weasel75]] 06:46, 29 December 2006 (CET)
 
: This also applies when a player gets wounded, and later on killed. When he respawns the icon is still red. I don't know if this always happens, but i have noticed it a few times. [1.02] -[[User:Xpz|Xpz]]
:: Update - seems to happen only to "self" as leader? Or its just not happening every time :( - [[User:Weasel75|Weasel75]] 22:08, 30 December 2006 (CET)
}}
 
{{Bug priority|5|
The waiting screen at mission start seems inconsistent with the actual loading process. If you start the mission at the west end of the main airfield, you get into the game almost instantly but changing your position a little bit elsewhere and trying again you have to wait some 15 seconds (always the same amount despite of surrounding objects) for the loading bar to fill and only then you will get into the game. Loading time for objects is close to none when teleporting from a small island to the biggest cities. The same object loading takes place when starting in a city even after the loading screen. This same loading screen is also troublesome in multiplayer because everyone starts at a different time, loading any data beforehand and disabling the waiting screen after starting the mission would be the best solution. [1.02]
-[[User:Celery|Celery]]
}}
{{Bug priority|5|AI units don't embark repaired vehicles. It's a historic bug, still present in OFP 1.96: After a vehicle gets damaged so that AI units disembark automatically no AI units ever embark again even when the vehicle is repaired - [[User:wiper|wiper]], 30.Dec06
}}
 
{{Bug priority|0|
ArmA will crash on startup with two Radeon x850s in crossfire mode.  It will not crash without crossfire enabled.  See my profile for my system information. AppName: armademo.exe AppVer: 1.3.0.5110 ModName: armademo.exe
ModVer: 1.3.0.5110 Offset: 007d0eed  [Demo v1.03] --[[User:Plaintiff1|Plaintiff1]]
}}
 
==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]]
:Happens with player controlled Strykers as well, not just AI. - [[user:Hellfish6|Hellfish6]]
:: It looks like the Strykers get stuck in the bridge or in invisible "mud". Sometimes it can be pushed a little with other vehicles, sometimes it crawls slowly ahead by itself. - [[User:Weasel75|Weasel75]] 19:51, 29 December 2006 (CET)
}}
{{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|
AI automatically knows where you are if one of their group hits one of your mines. German, 1.02<br>
To reproduce, play convoy (one of the first campaign missions) and mine the road just to the west of the rock at gg64 using the mines in the truck.  Move to hide behind the rock in the SW portion of gh 64 but so you can see the road still, and wait for the lead BMP to hit the mines.<br>
9 times out of 10 The second BMP will know your location, fire on you, and kill you before you do anything else.<br>
[http://i3.photobucket.com/albums/y91/ColonelSandersLite/mine_bug.jpg diagram]<br>
--[[User:ColonelSandersLite|ColonelSandersLite]]
:If you could please make a video of this bug when hidden directly behind the rock it would be much better than a diagram and would better illustrate your point. --[[User:Sniperwolf572|Sniperwolf572]] 16:24, 19 December 2006 (CET)
::That (and other BIS missions) actually use quite a bit of "cheating" to locate you. So I would try to reproduce this behavior in a clean custom mission first, before submitting it.--[[User:Kronzky|Kronzky]] 18:01, 19 December 2006 (CET)
:::No, I just made a quick clean mission doing this, and it happens there too.  I'd be happy to send it along to anyone that wants it.  I don't have my own private webserver (although I've been meaning to set up an ftp server one of these days), so I need e-mail addresses to send it to.<br>
:::--[[User:ColonelSandersLite|ColonelSandersLite]]
}}
{{Bug priority|3|
AI can sometimes pass though low walls, seen in campain mode [v1.02] - [[User:bt_1900|bt_1900]]
}}
{{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
:This happens also with the CommandMove,DoMove, and Move commands. When the coordinates are inside some building the AI will go there and get stuck and from now the UnitReady command will return false.<br>
:Here is a sample mission which demonstrates the problem (open your map, and watch how the AI get stuck at the 4th marker, then open the mission in editor, move the marker somewhere else, and watch how the AI will continuously cycle through all markers without getting stuck)<br>
:[http://files.filefront.com/6454875 AI_Move_and_Stuck.Intro.pbo] --[[User:5133p39|5133p39]] 16:02, 1 January 2007 (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 will not navigate through the large open plaza areas in the cities ([http://img.photobucket.com/albums/v517/Kronzky/plazapaths.jpg Image]). [1.02] --[[User:Kronzky|Kronzky]] 04:45, 29 December 2006 (CET)}}
 
{{Bug priority|3|
AI can't enter boats from the water side [1.02] --[[User:SniperAndy|SniperAndy]]
}}
 
{{Bug priority|3|
AI can lay down in water. [v1.02 Polish]--[[User:Gutekfiutek|Gutekfiutek]]
}}
 
{{Bug priority|3|
The Stryker ATGM AI will not target or fire at any OPFOR target unless the player is inside the vehicle.[v1.02 czech]--[[User:chris3270|chris3270]]
}}
{{Bug priority|3|
The AH-6, MI-17 and Blackhawk AI will not fire its rockets at any OPFOR vehicle and very seldom any Soldier.[v1.02 czech]--[[User:chris3270|chris3270]]
}}
{{Bug priority|3|
The OPFOR soldiers will fire at the BLUFOR helicopters, but the BLUFOR soldiers will not fire at the OPFOR helicopters.[v1.02 czech]--[[User:chris3270|chris3270]]
}}
{{Bug priority|3|
The Harrier will not fire at anything (completely useless).[v1.02 czech]--[[User:chris3270|chris3270]]
}}
{{Bug priority|3|
AI won't move boat to shore line. Even though the waypoint is set far (or close) to water edge. AI are then forced to disembark into water a long way from the shore line. These issues are probably all related to the water height and water edge being averaged or set to max value of wave height.[1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{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]]
}}
{{Bug priority|4|
When i put MG or cannon in editor, give it "search and destroy" waypoint, it ignore enemy soldiers  standing in front of it. When i put enemy vehicle, it open fire at this vehicle only  [v1.02 Polish]--[[User:Gutekfiutek|Gutekfiutek]]
: Giving a static weapon a waypoint is not going to give you good results anway, especially search and destroy, which only works when the AI reaches the waypoint (and thus must move), and further requires them to move around to search. IMO cannon's shouldn't engage infantry either, but MGs should. Most likely either a problem with AI engaging infantry class, or they have too much difficulty "spotting" them. --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|4|
AI targets soldiers with rpg's [v1.02] - [[User:bt_1900|bt_1900]]
: Bug or feature? --[[User:BigDawgKS|Big Dawg KS]]
:: It would be a feature If they didn't engage targets with rpg on such short distances (kamikaze style) [[User:Funnyguy1|Funnyguy1]] 13:30, 22 December 2006 (CET)
::: Even more funny - you walk into the field of view and AI (AK selected) actually switches to RPG just to fire at you (you <nowiki>=</nowiki> single soldier)    [[User:Weasel75|Weasel75]] 08:30, 28 December 2006 (CET)
}}
{{Bug priority|4|
AI can see through thick grass. The player cannot. [v1.02 German] [[Hotpot]]
}}
{{Bug priority|4|
AI still can go through walls,not only low walls,I was covering an area behind a wall,enemy AI pass through  and kill me :\ notice in campaign and editor too. --[1.02] [[User:Lujon|Lujon]]
}}
 
{{Bug priority|4|
Planes and helos seem to ignore lased targets (e.g buildings - not vehicles, as they engage them anyway)[v1.02 PL] [[User:Funnyguy1|Funnyguy1]] 13:45, 22 December 2006 (CET)
}}
{{Bug priority|4|
AI general collision error - AI can walk through other AI players.[v1.02] [[User:RickOShay|RickOShay]]
}}
{{Bug priority|4|
Once AI becomes aware of you, all AI-units "track" you, even when obscured. Can be tested easily with editor-setup. Just fire at some AI-unit and walk around some houses/walls. Many times when you enter the LOS (Line of sight), AI already is pointing at you or your general direction. Sometimes you can actually see some AI-units turn towards you, despite the fact that you were in their back - read: not visible!
The same is true for going prone - AI goes down, the moment you look at them - but they actually do not see you! [[User:Weasel75|Weasel75]] 07:14, 28 December 2006 (CET)
}}
{{Bug priority|4|
AI seems to almost always know exactly where the "fire" is comming from - that is true even for silenced weapons, single shots and hidden firing soldiers (leaning behind a wall, only the head shows). Perfect vision? [[User:Weasel75|Weasel75]] 08:22, 28 December 2006 (CET)
}}
{{Bug priority|4|
AI choppers won´t land w/o at least one unit being ordered to get in - unlike in OFP where you could force landings with either 'name land "land"' or setting a load waypoint. [1.02] - [[User:Burns|burns]] 15:58, 29 December 2006 (CET)
}}
{{Bug priority|4|
Helicopters don't turn their lights on at night but cars do.  Not clear whether this is a bug but it is inconsistent.  Example:  in the mission editor create a player unit, an HMMVW-M2 and a flying MH-6.  Set the mission time to midnight.  The HMMVW will have its lights on, the MH-6 won't. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:54, 30 December 2006 (CET)(CET)
}}
{{Bug priority|5|
Actually related to pathfinding. All units (people) walk in the middle of the street.
Very bad idea because vehicles already have lots of problems to stay on the road.
Streets are for vehicles, sidewalks for pedestrians. [V1.02][[User:Blanco|Blanco]]
}}
{{Bug priority|5|
When AI disembark from boat into water they sometimes end up standing on each others heads and they stay there until one AI dies.[v1.02] [[User:RickOShay|RickOShay]]
}}
{{Bug priority|5|
When AI disembark into water AI will swim almost to the shore even though the water depth is less than waist high and they can stand, they continue to swim along shore line. AI also don't seem to swim even when told to move to waypoint on shore, they mostly just tread water. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
 
{{Bug priority|5|
This problem relates to waypoints in general - all AI stops at a new waypoint even if waypoint is 'no change', 'safe', 'never fire' and in a straight line. The delay time at the new waypoint often causes collisions and AI to kill each other (vehicle collision). The delays also cause major problems with trailing AI since they try to find an alternative route which in a town can be a major problem.
 
Example :
A grouped column of M1 tanks set to 'safe' or 'normal' and 'slow' speed 'never fire' with waypoints on road, in 'close column' formation - collide with each other when reaching a new waypoint on road ('no change')- this forces the tanks following to veer off road and collide with nearby objects, also to rotate turret with the result that turret or barrel hits buildings, trees etc. Seems the settings of the 'just reached' waypoint are not relayed to the following tanks in the column even though the waypoint just reached says no change to speed, formation etc. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|5|
AI pilots and drivers do not have appropriate action lists.  Example: in the mission editor create a player unit and a flying MH-6.  The MH-6 pilot can be ordered to EJECT but not to turn the engine off or to turn the lights on/off. Both of these options are available to a human pilot. The same issue applies to drivers of cars (eg HMMWV-M2) ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET)
 
This may not be a bug - the lighton/off action is actually carried out on the vehicle itself.  It's still a bit odd though that AI don't have access to the same actions as players.  [[User:Sbsmac|Sbsmac]] 00:06, 31 December 2006 (CET)
: Might need to get confirmation from a dev about wether it's a bug or non-feature. --[[User:BigDawgKS|Big Dawg KS]]
}}
 
{{Bug priority|5|
The gunner in the HMMVW-M2 is able to override the headlights.  Example:  in the mission editor, create a player unit and an HMMVW-M2.  Set the mission time to midnight.  The HMMVW will be created with headlights on. Order everyone but the gunner to get out.  Get in the HMMVW and turn off the lights.  Get out of the HMMVW and the lights will automatically turn back on.  If you repeat this test after asking the gunner to get out as well, the lights will stay off. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET)
}}
 
==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|3|
ErrorMsg " No entry 'bin\config.bin/CfgVoice/Words.medic2' " while playing mission/firefight Blue against Opfor. Looks like the East Medic is missing some sound data [1.02] - [[User:wiper|wiper]] 27.Dec06.
}}
{{Bug priority|4|
Sometimes sound/music is getting chopped in Windows Vista.  -- [v1.02,german] --[[User:Sentinel|Sentinel]]
}}
{{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]]
}}
{{Bug priority|5|
Russian units use english environment speech. You hear infantry commands in english language when close to them, and you hear 'out of fuel' and 'out of ammo' when in the proximity of russian vehicles [1.02] -[[User:Desertfox|Desertfox]]
:: The Opfor in Armed Assault are not Russians. Infact, according to the story line, most of the population in sahrani are multilingual because of the small size of sahrani. --[[User:RyanKaplan|RyanKaplan]]
}}
{{Bug priority|5|
While being a sniper on blue side, while using the scope mode, shot sound is extremely muffled to the point you can just barely hear it while audio hardware acceleration is on. V1.02  -[[User:Paco454|Paco454]]
}}
{{Bug priority|5|
Direct Communication channel in voice chat does not work. Other channels in voice chat work fine.  -- [v1.03 Demo] -- [[User:Osmo|Osmo]]
}}
{{Bug priority|5|
No speech for "go prone" [1.02] -[[User:Benna86|Benna86]]
}}
{{Bug priority|5|
The unit say "move to that tree" when the target is a civilian [1.02] -[[User:Benna86|Benna86]]
}}
{{Bug priority|5|
No explosion sound for anti-tank mines (German 1.02) -[[User:Iratus|Iratus]]
}}
 
==Collision Issues==
{{Bug priority|3|
It extremely hard to aim when player is lying on edge of the roof/building. Player cant aim down, and often "block"on the edge - he cannot rotate/move (only roll). This is completely unplayable.
--[[User:Gutekfiutek|Gutekfiutek]]
:: Is there actually contact with the rifle and the building or is the collision not working properly? If the collision is functioning properly (and you're only blocked when there's no room move your rifle) it's not a bug. --[[User:BigDawgKS|Big Dawg KS]]
::::Maybe. But in reality (and in other games also) there is no problem to aim down  from building. In ARMA its  often impossible if lying down. Try to snipe from radio tower, or from some roofs and you will se this bug. Heres example [http://img242.imageshack.us/img242/5095/bug2op4.jpg] Sorry for quality:)
--[[User:Gutekfiutek|Gutekfiutek]]
}}
 
{{Bug priority|3|
Sniper crouching or lying on the roof. (Rifle barrel is far from edge of wall and no contact with building) Target is visible in scope and clear line of sight for barrel. Bullet hits way below the line of sight and into the wall edge on roof.--[[User:RickOShay|RickOShay]]
}}
 
{{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)
}}
 
{{Bug priority|4|
People disembarking from urals (and probably any other vehicle) on a bridge have a chance of falling through.<br>
Noticed in campaign mission Dolores.<br>
--[[User:ColonelSandersLite|ColonelSandersLite]]
}}
 
{{Bug priority|4|Tanks are stopped by [http://img.photobucket.com/albums/v517/Kronzky/tank-and-tower.jpg watchtowers], [http://img.photobucket.com/albums/v517/Kronzky/tank-and-watchpost.jpg raised guardposts], [http://img.photobucket.com/albums/v517/Kronzky/tank-and-busstop.jpg busstops] and [http://img.photobucket.com/albums/v517/Kronzky/tank-and-bridgerailing.jpg bridge railings]. [1.02] --[[User:Kronzky|Kronzky]] 20:33, 23 December 2006 (CET)}}
 
{{Bug priority|4|
Shooting near the edges of a window or other narrow openings in buildings will make the bullets hit the wall, even though the gun barrel has free sight. [1.02] -[[User:Xpz|Xpz]]
}}
 
{{Bug priority|5|
Crouching inside buildings/stairs/roofs and then turning can make limbs go through walls. You can also hit soldiers that encounters this bug, even though they are (or should be) behind a wall. [1.02] -[[User:Xpz|Xpz]]
}}
 
{{Bug priority|5|
When climbing on petrol tower/pump (?) and several other buildings, after finished climbing player character is placed behind ladder - and falls.  [1.02].--[[User:Gutekfiutek|Gutekfiutek]]
}}
 
{{Bug priority|5|
General vehicle collision issues, tanks, bmps ect.. contantly bumping into each other and objects. All vehicles do this. Sometimes collision is so great it can send a tank 200 feet straight up in the air. v[1.02] -[[User:Paco454|paco454]]
}}
 
{{Bug priority|5|
When firing tank shells at AI. The shell explodes within inches or is a direct hit, the AI die. Most of the time the Ai do not die eventhough a tank shell lands only feet away. The Ai should die if the shell hits feet away. v[1.02] -[[User:Paco454|paco454]]
}}
 
{{Bug priority|5|
Big blue houses placed in every town have a collision issues near the stairs [http://mio.discoremoto.alice.it/benna86/ArmA/bigbluehouse.divx Video] [1.02] -[[User:Benna86|Benna86]]
}}
 
{{Bug priority|5|
Man can fly over many stairs [http://mio.discoremoto.alice.it/benna86/ArmA/armastair.JPG Image] [1.02] -[[User:Benna86|Benna86]]
}}
 
{{Bug priority|5|
In multiplayer, under certain conditions, if two players clip each other damage can be done to one of them.  I'm not sure if it's a multiplayer only issue or a general collision issue (ie. able to be replicated in SP). [Demo v1.03] --[[User:Plaintiff1|Plaintiff1]]
}}
 
==Control Issues==
 
{{Bug priority|1|
Attempting to set the left pedal control to the joystick while currently piloting an aircraft will result in a game crash with a 'memory could not be read' error. [Demo v1.03] -- [[User:Plaintiff1|Plaintiff1]] 17:54, 26 Dec 2006
}}
{{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|3|On steep slopes it is sometimes impossible to go prone. If you try to, your avatar will stand up again. [1.02] --[[User:Kronzky|Kronzky]] 05:11, 20 December 2006 (CET)}}
{{Bug priority|3|
If you switch speed (toggle speed key) and raise/lower weapon at the some time (raise key), you will get stuck in the current running speed (walk or run, depending on wich speed you switched on). [1.02] -[[User:L etranger|L etranger]]
}}
{{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
}}
{{Bug priority|5|
While with mousecontrol in GUI Menus, it can happen that the Player clicks into the upper right corner.
After that a small "Close Window Button" will appear and ArmA will shutdown immediately.
This is happening in all GUI Interfaces. [1.02] -- [[User:Jack Hammersmith|Jack Hammersmith]] 13:21, 19 December 2006 (CET)
}}
{{Bug priority|5|
When hovering in any helicopter the left and right pedals start to rotate the helicopter as expected, however the rotation becomes a banked turn [1.02 german]-- [[User:Owl|Owl]] 18.11, 19 Dec 2006 (CET)
:Check your control configuration: there should be controls for left and right turn, and then sperate left and right pedal controls. From what I have seen, the left/right turn controls are probably what you're using instead, but I don't know for sure, so if anyone can confirm this please let me know. --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
When crouching (key X by default) and moving slowly (SHIFT), player fatigues as if sprinting.  This makes it difficult to sneak as the rifle accuracy is affected when fatigued. In real life, crouching and moving slowly is not a strenuous activity.''[v 1.00 - 1.02]'' -[[User:Forge uk|Forge uk]]
:The problem here is really the animation.  If you watch from external view, you can see just how tiring that would be.  I don't know what hat they pulled that out of but I have never, in my whole life, seen anybody who wasn't doing that funky russian dance move like that.<br>
:--[[User:ColonelSandersLite|ColonelSandersLite]]
}}
{{Bug priority|5|
When using the 360 controller i can assign the left/right analogue triggers (AXIS_Z) to 'fire' but if i pull the trigger the weapon won't fire (fire works only with digital buttons). [1.02 german]-- [[User:maxqubit|maxqubit]] 12:30, 22 Dec 2006 (CET)
}}
{{Bug priority|5|
In the key setup there are 2(!) entries for 'fire'. One for infantry, the other for vehicles. But if i assign different keys/buttons to them, e.g. button A for infantry and button B for vehicles, both buttons will fire the weapon when infantry or when in vehicle. Imo when being infantry, pressing button B should do nothing (and thus have the possibility to assign button B to another task when infantry). [1.02 german]-- [[User:maxqubit|maxqubit]] 12:30, 22 Dec 2006 (CET)
}}
{{Bug priority|5|
Game controls for Rudder - needs to be more sensitive or allow user adjustment in order to allow helicopter to turn on its axis without banking.[v1.02] [[User:Rick0Shay|Rick0Shay]]
}}
 
==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|2|
Whether enemies are counted via [[countEnemy]] seem to depend on the knowledge about the enemy. ([http://kronzky.info/misc/countenemy.zip demo mission]). ''[1.02]'' --[[User:Kronzky|Kronzky]] 07:10, 18 December 2006 (CET)
}}
{{Bug priority|2|
The command [[assignedTarget]] does not return the object name for valid non-destroyed targets for targets chosen by or assigned to ''player''. It should also return the object name of non-destroyed targeted items such as buidlings, static objects, and empty vehicles.  These objects are valid targeted items and see no reason why they are excluded by the command. (v 1.02) --[[User:Havoc|Havoc]] 21:17, 26 December 2006 (CET)
}}
{{Bug priority|3|
The SetUnitPos command does not work regardless of being "UP","down". ''[1.02]'' [[User:Hoz|hoz]]
I can get it to work as long as it is called on a unit _before_ that unit is [[join]]ed to a
group.  I agree it looks like a bug that it doesn't work after a [[join]].  By contrast [[setDir]] will work on units before and
after joining. [[User:Sbsmac|Sbsmac]] 12:09, 26 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
}}
{{Bug priority|3|
Nested [[waitUntil]] commands can cause script corruption under certain conditions. The following raises a generic error in expression within the scope of <nowiki>{_I=0}</nowiki>:
 
Waituntil <nowiki>{_I=0 ; WaitUntil {True} ; If (_I>1) Then {_I=0};}</nowiki>;
 
Ending the [[waitUntil]] loop with False, prevents the error:
 
Waituntil <nowiki>{_I=0 ; WaitUntil {True} ; If (_I>1) Then {_I=0} ; False}</nowiki>;
 
This code shows how the second [[waitUntil]] condition will force the first [[waitUntil]] loop to end. Despite the semicolon:
 
Waituntil <nowiki>{_I=0 ; WaitUntil {True};}</nowiki>;
 
[[User:UNN|UNN]] 06:08, 27 December 2006 (CET)
}}
{{Bug priority|3|
The Z (vertical) axis does not work properly when inside buildings. The ground level is set either on the roof or actual ground. It's close to impossible to place objects on different floors of the hotel for example. A unit's Z position is considered 0 when inside a building, thus objects meant to be teleported or created next to the unit end up on the actual ground level under the floor. [1.02]
-[[User:Celery|Celery]]
}}
{{Bug priority|4|
The command ''[[showCinemaBorder]] false'' is not followed if a cutscene starts at the very beginning of a mission. Waiting some 0.001 seconds fixes the problem but then the view shortly flashes inside the player before the cutscene. [1.02]
-[[User:Celery|Celery]]
}}
 
==Island & Object 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]]
}}
{{Bug priority|4|
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]]
:Just tested this, it's a weird one, I tested some other bridges, and Stryker drives over them fine, but that bridge does indeed stop a Stryker, and only Stryker, other vehicles do not do this. Bridge is at Gf58 and going in a Stryker West to East stops it in a few meters, going East to West just slows it down pretty much. --[[User:Sniperwolf572|Sniperwolf572]] 17:38, 18 December 2006 (CET)
 
:PLEASE BE AWARE: This bug is now also listed by someone else in AI issues as a prio 2. I have tested this on more bridges then this one only, with same result. Rgrds Zanzibar END OF EDIT
 
:Can confirm this bug in an MP session. Even ramming the Stryker with other vehicles did not help. Also had similar problem in v1.0 with a humvee, where the humvee flipped onto its back after driving at high speed over bridge. Have not yet been able to duplicate this problem with humvee in German 1.02. --[[User:Hellfish6|Hellfish6]] 27 December 2006 (CET)
}}
{{Bug priority|4|
Noticed in the campaign mission Dawn of hope. I ordered one men to climb a tower on the airfield and he did So far so good.
When i asked him to return in formation he even climbed down but he got stuck at the bottom of the ladder. I had to kill him.
It's the radar tower I'm talking about, you can find him in the editor in empty/objects/radar --[[User:Blanco|Blanco]]
}}
{{Bug priority|5|Pallets (PALLET A) will [http://img.photobucket.com/albums/v517/Kronzky/palletsonfire.jpg burst into flames] when being shot at. [1.02] --[[User:Kronzky|Kronzky]] 18:13, 24 December 2006 (CET)}}
{{Bug priority|5|Watchtowers in base in sector Ga/Gb 13/14 on Sahrani are useless for AI. Single troops or even static weapons won't fire when placed in the tower. They don't see anything in stand, crouch or proned position even when the enemy is close. The action-icon to climb the tower is also misplaced. --[[User:Blanco|Blanco]]
}}
{{Bug priority|5|Land_Podesta* objects make much trouble for AI waypoint/route finding. Either AI units can't enter stairs or they get hopelessly hung inside the mid/podesta area and occasionally they tend to fall off the wall next the stairs instead of using them [1.02] - [[User:Wiper|Wiper]] 28.Dec06
}}
{{Bug priority|5|
The camera with tripod object is backwards. Using internal view inside the camera results in illogically seeing with the rear (non-lens) end of the camera. [1.02]
-[[User:Celery|Celery]]
}}
{{Bug priority|5|
The bridge street lights do not come on at night, even when regular street lights do. Noticed on 3 bridges in town of Dolores. Not sure about others. [1.02] - 30 Dec 2006 - [[User:Dr_Eyeball|Dr_Eyeball]]
: Might be considered a non-feature... anyone agree? --[[User:BigDawgKS|Big Dawg KS]]
}}
 
==Mission Issues==
{{Bug priority|3|
Campaign mission "Armored Fist":
1) when in second base an error is shown about allowfleeing script command (probably when enemy reinforcements are coming at certain waypoint...).
2) cannot complete mission for some reason. I'm holding the second base; can't find enemies in the bushes; attacking enemy reinforcements are destroyed. After that nothing happens. The "Hold the Base" waypoint is shown. Calling or not calling support makes no difference.
[v 1.01-1.02 German (with ger-to-eng lang pack for v1.02)] -[[User:Tuusita|Tuusita]]
}}
{{Bug priority|3|
Campaign mission Beaten Dog can not be completed (restarted the campaign after each patch); one of the AI soldiers, usually nr. 9 or 8 (or probably the last one alive) gets stuck somewhere and is unable to board one the 4x4 as ordered by the leader after the first attack is repelled and you are supposed to go and cover some flank. The mission will either not move forwards or after about 15 minutes of "X, BOARD that 4x4" -> "NEGATIVE!" you are forced to move on foot to cover the flank..[v1.02 german]-[[User:H-|H-]]
}}
 
{{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]]
}}
{{Bug priority|5|
The Blackhawk Training Mission (pickup the soliders); Last soldier still refuses to enter UH-60, can't complete scenario this way [v1.02 german] -[[User:SniperAndy|SniperAndy]]
:I could not reproduce this on my machine, although I have Czech version. --[[User:Sniperwolf572|Sniperwolf572]] 20:56, 18 December 2006 (CET)
}}
 
{{Bug priority|5|
Looks like the "Alligator"-mission (SinglePlayer, Hokum) is now broken? Played it a lot before the patch, but now I shot all 4 vehicles, 2 vulcans and the 2 trucks+humvee till all of them burned. Still no victory, tried it twice - (german 1.02) -[[User:Weasel75|Weasel75]]
 
''Update:'' I finally won the mission, and as before, destroyed all armorred vehicles, as said in the mission-description. But this time it triggered the win-condition?
:I think you also have to kill all infantry units. I played it twice and only won the mission by killing them too. -[[User:Dirk|d034rk]] 10:43, 24 December 2006 (CET)
}}
 
{{Bug priority|5|
This applies to the German version, the mission names are also from the German version:
 
Mission briefings in campaign missions "Baukonvoi" and "Dolores" are too long to fit into one notebook page, so some text at the end of the briefing is cut off and not readable. [http://dirknet.net/stuff/armabugs/3.jpg Example Image]
:Update: Found the same problem in "Reinigungsoperation". I suggest to '''check all briefings'''.
 
Mission "Dolores" lacks the briefing notes, they only consist of ''"Text hier."'' (''"Text here."'').
 
There is a ''<$BR>'' in the briefing for mission "Die Räumung" in the "Dolores" map screen. [http://dirknet.net/stuff/armabugs/2.jpg Example Image]
 
There is a ''<$BR>'' in the briefing for mission "Das Hotel" in the "Somato" map screen. [http://dirknet.net/stuff/armabugs/2.jpg Example Image]
 
Mission titles in several map screens are too long to fit into the title line and are not readable. [http://dirknet.net/stuff/armabugs/1.jpg Example Image]
 
There may be additional flaws but I've not completed the campaign yet.
-[[User:Dirk|d034rk]] 11:16, 24 December 2006 (CET)
}}
{{Bug priority|5|
In the MP Demo on Capture the Island -60, the spawn menu is bugged, the map will show ALL cities as your own to spawn at, clicking on them will spawn you there but with instant death and return to the spawn map. Also sometimes it will not spawn you at all, clicking on the correct base(s) will do nothing and the only way to close it is to minimize the game and close it via windows. [[User:Jack-UK|Jack-UK]]
}}
{{Bug priority|5|
There is a problem in the mission "Dolores" that when finishing planting the plastic explosives on the bridge and theN "Objective Completed" pops up which makes you loose all the items you have (gun, NV googles, rest of plastic explosives), especially in deep water its bad v1.02 czech [[User:Hobbit13|Hobbit13]]
: Are you talking about losing your weapons when swimming? If so it's a feature not a bug. --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
When playing the mission "Bitva o Somato" one of the HMMWVs armed with a rocket launcher (the one that is not pointed out to you by the mission directions) can not be driven, it's as if the machine does not work  v1.02 czech [[User:Hobbit13|Hobbit13]]
: It might be intentionally locked, will have to ask the mission designer. --[[User:BigDawgKS|Big Dawg KS]]
}}
 
==Multi Player Issues==
 
{{Bug priority|1|Game crashing in multiplayer. Very common issue, and probably related to proximity of sea at mission startup. See the [http://perso.wanadoo.fr/whisperffw06/ofp/RPT-19-12-06-Whisper.txt RPT] file example and [http://perso.orange.fr/whisperffw06/ofp/arma.mdmp corresponding MPMP file] and [http://perso.orange.fr/whisperffw06/ofp/arma.bidmp BIDMP] file for the last crash seen in RPT. -- [[User:Whisper|Whisper]]
}}
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
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! ''[1.02 german]'' --[[User:TheVoodoo|TheVoodoo]]
:: Quick-Fix/Workaround: assign different target? (i.e. "none") [[User:Weasel75|Weasel75]] 12:55, 18 December 2006 (CET)
:::Actually, this is not dependant on AI being present as gunner, this is a dedicated server issue AFAIK. --[[User:Sniperwolf572|Sniperwolf572]] 16:18, 21 December 2006 (CET)
::::I ment a second player as gunner, no AI. It happens on dedicated servers and homehosting servers, too. --[[User:TheVoodoo|TheVoodoo]] 18:25, 22 December 2006 (CET)
::::: Workaround: Change the weapon or firemode if possible, it should stop the shooting. [[User:Scruffy|Scruffy]] 01:03, 24 December 2006 (CET)
:::::: I can confirm this happening with only human players in the helicopter, on a non-dedicated server [1.02]. -[[User:Xpz|Xpz]]
::::::: Okay, something is off with the ammo-counter in MP, having human gunners. Just happened to me too in a COOP :( [[User:Weasel75|Weasel75]] 05:45, 27 December 2006 (CET)
:::::::: Also happens with BMP-2 in MP when firing 30mm cannon on "high". Had similar runaway gun as with helos. -[[User:Hellfish6|Hellfish6]] 27 Dec 06
}}
{{Bug priority|2|
<nowiki>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.</nowiki>--[[User:Loki|Loki]] 10:14, 18 December 2006 (CET)
}}
{{Bug priority|2|
"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]]
}}
{{Bug priority|2|
PK is not heard by other players during MP session. The recoil of the gun is not seen nor are the tracers, muzzle flash, or impact of the rounds. This occurs with many other weapons as well during MP.  Many times you cannot even hear when someone is firing against you with non-SD rounds.  I also have a [http://ofp.dyndns.org/Images/mpWeaponFireBug.jpg screenshot] of a friend shooting at the ground during an MP session.  As you can see, there is no muzzle flash or tracers.  We are connecting against the German Retail Windows Dedicated Server, 1.02 -[[User:Pennywise|Pennywise]]
}}
{{Bug priority|2|
It is possible for players to team respawn to a character that is already being played by another player.  When this happens, both players have complete control of the character, and when messages are typed in chat, the message is sent as a message from the player who was in control originally.  This has happened several times to me and I don't really play that much! [Demo v1.03] --[[User:Plaintiff1|Plaintiff1]]
}}
{{Bug priority|3|
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]]
}}
{{Bug priority|3|
Some commands does not work properly in MP environment. For example 'setpos' command is working fine in singleplayer, but in multiplayer the command will only be executed on host computer, which means the host will see the objects in other position than the clients. Problem has also appeared with 'deletevehicle' command.-[[User:Walker001|Walker001]]
}}
{{Bug priority|3|When in seagull mode the mission notebook is not accessible in the map screen. [1.02] --[[User:Kronzky|Kronzky]] 08:16, 20 December 2006 (CET)
:This is actually already prevalent in OFP [[User:Str1ker|Str1ker]]
}}
{{Bug priority|3|
I have noticed that a certain percentage of player avatars emit no sounds or signs of weapons fire except hit noises, damage and effects.  There is no muzzleflash, recoil, tracers or report observable by other players on the server.  This happens regardless of what they are shooting, and it seems to happen consistently for them. [Demo v1.03] --[[User:Plaintiff1|Plaintiff1]]
}}
{{Bug priority|4|
Occasionally when connecting to servers, you will get a bad version message.  But if you close ArmA and reconnect, all is fine.  [[User:Rudedog|Rudedog]]}}
{{Bug priority|4|
MP browser is extremely non-user friendly and sorting does not work as expected. Lists sorted by Host will end up with 2 seperately sorted lists at the top and bottom with many blank entires in-between. Ping indicators are very vague and would be more helpful if were displayed as actual numbers.''[1.02]'' [[User:Rudedog|Rudedog]]
}}
{{Bug priority|4|Server Browser: When switching on "hide passworded" ''all'' servers are hidden. [1.02] --[[User:Kronzky|Kronzky]] 04:04, 23 December 2006 (CET)}}
{{Bug priority|4|Server Browser: Sort-order is not retained after a refresh.[1.02] --[[User:Kronzky|Kronzky]] 04:04, 23 December 2006 (CET)}}
{{Bug priority|4|
Admin command ''#restart'' will result on some players having a ''flicker'' on the screen and then die on restart of the mission. --[[User:SniperAndy|SniperAndy]]
}}
{{Bug priority|5|
After a disconnection from host (e.g. own internet connection failure) it is not possible to press the button "Disconnection from host" to return to the main arma page. ArmA programm must be shut down/restart to play again. v1.01-v1.02] --[[User:luemmel|Luemmel]]
}}
{{Bug priority|5|
After starting a MP-game in LAN-mode, some complete stranger (not my LAN, no ArmA there :( ) joined my game. Obviously, that should not be possible, or should it??? [v1.02] [[User:Weasel75|Weasel75]] 02:55, 23 December 2006 (CET)
}}
{{Bug priority|5|
If a player gets the order to bail out (not just get out) and answers with "Negative", "Repeat" or other radio messages he crashes to the desktop instantly.
(Worked the hole day repeatedly on our server, but until further research I just put it under priority 5. Feel free to change)
[1.02 german] [[User:Scruffy|Scruffy]] 01:03, 24 December 2006 (CET)
}}
{{Bug priority|5|
After spawning as a seagul, under some conditions (laggy?), the seagul will not be animated but its shadow will be. [Demo v1.03] --[[User:Plaintiff1|Plaintiff1]]
}}
 
==Dedicated Server Issues==
 
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
When playing a mission with a AI convoy on a decicated server, the convoy will not follow his waypoints. The mission will still work fine if run on a Host&Player game (the convoy will move normaly). [1.02] -[[User:L etranger|L etranger]]
}}
{{Bug priority|2|
Many times, players do not receive other players shooting information (no sound, no muzzleflash, no animation), but the enemy is still dying. [1.02] -[[User:L etranger|L etranger]]
}}
{{Bug priority|2|
In AI group, only the LEADER getout of the current vehicle on the GETOUT waypoint. (working fine in host/play but not in Ded server) [1.02] -[[User:L etranger|L etranger]]
}}
{{Bug priority|4|
onPlayerConnected (Script): returned parameter '_name' is incorrectly set to '__SERVER__' instead of player's name. I have not checked if onPlayerDisconnected has the same problem. It works fine with in-game server. [1.02]<br>Edit: it seems it does work, I apologise, please remove -[[User:Foobee|Foobee]]
}}
{{Bug priority|0|
Server crashes every time when CTI (Capture The Island) mode is started. [Demo 1.03 build 5110] - [[User:Osmo|Osmo]] }}
 
==Performance Issues==
 
{{Bug priority|2|
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]]
: I noticed the same when using SVD scope [[User:Str1ker|Str1ker]]
:: Temp fix for this is opening your ArmA profile CFG and change ''sceneComplexity'' from ''300000.000000'' to something like ''200000.000000'' --[[User:SniperAndy|SniperAndy]]
}}
 
{{Bug priority|3|
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]]
}}
 
{{Bug priority|3|2=
Massive performance drops when near forests or bushes. This was reported before but does not show here any more.  [1.02]--[[User:SniperAndy|SniperAndy]]
: ''Additional Info:''
 
:[http://img249.imageshack.us/img249/6486/foliage1nt3.jpg Before.jpg] [http://img488.imageshack.us/img488/5248/foliage2py9.jpg After.jpg] [http://img187.imageshack.us/img187/2686/settingstb9.jpg Video settings.jpg] (Specs: AMD 4200 X2, NV7900GS 256mb, 2gig RAM, WD Raptor 10 000rpm)
 
:BI Forums thread. Page 10, 10th post down with included images and system specs.      [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=bd3e7ab2707889af400d18c7cd00b68a;act=ST;f=68;t=55684;st=135 link] [1.02] -- [[User:Dmitri|Dmitri]]
}}
 
==Physics Issues==
 
{{Bug priority|2|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)
}}
{{Bug priority|3|2=
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)
:This also applies to the Blackhawk, even with <nowiki>V0=0</nowiki>. ([http://www.youtube.com/watch?v=AFdNo5yL33M video]) -[[User:Dirk|d034rk]] 20:22, 23 December 2006 (CET)
}}
{{Bug priority|4|
When tanks move over recently destroyed building rubble, there is a tendency for them to jump vertically into the air at high velocity, at least 500m if not more. [v1.03 Demo] -[[User:gigglebok|gigglebok]] 23.Dec.06, 13:45 GMT
}}
{{Bug priority|5|
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
: This is realistic behavior with powered turrets. Only manually turned turrets (i.e. BRDM2) would have this problem. [[User:hellfish6|hellfish6]] 27 Dec 06
}}
{{Bug priority|5|
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==
 
 
{{Bug priority|5|2=
Armour values are HIGHLY messed up. Penetration and Armour is way too unrealistic. See List on BI forum for exact information. This should be fixed ASAP for the sake of realism and equality. [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=09d2809fdcc58a9c5787b306e73959e5;act=ST;f=64;t=56229 Link]  [1.02 Ger]  [[User:SOBR|[BQMS] SOBR]]}}
 
{{Bug priority|5|
Shooting with a tank to a tent leaves the men inside the tent alive [http://mio.discoremoto.alice.it/benna86/ArmA/armatent.JPG Image] [1.02] -[[User:Benna86|Benna86]]
: Please specify the ammunition type, Sabots are KE rounds and are not explosive (and have no splash damage), so unless it was HEAT it's not a bug.
}}
 
==Units/Vehicles==
 
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
Reported --> If you pick up units on the water with a UH-60 and drop them on land they will again execute the "swimming animation" [http://server.gbe-clan.com/Shogo/heli-wasser2.JPG Screenshot]. I reproduced this twice [v1.02 german] --[[User:SniperAndy|SniperAndy]]}}
 
{{Bug priority|3|
.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]]
}}
{{Bug priority|3|
TOW missiles tend to wobble around while flying. The BMP-2's AT-5 missiles rarely hit a target. Most of the time, they fly maybe 50 or 100 meters and then crash straight into the ground. ''[1.02]'' [[User:TomasRiker|TomasRiker]]
:Just tested this to confirm it. Actually, AI have more problem with this, since the player can aim a bit higher to achieve better results, since the missile wobbles up and down. Humvee TOW is a different story, it does some kind of circular pattern, making it difficult even for the player to hit anything, which may be realistic, but I think it's over exaggerated, and it reduces weapons overall efficiency compared to the real life. --[[User:Sniperwolf572|Sniperwolf572]] 16:41, 19 December 2006 (CET)
::TOW is wire guided. It should hit the target in most cases I think [[User:Str1ker|Str1ker]]
:::Can confirm. In a simple test of one Stryker ATGM or BRDM2 AT vs. any tank, the missile flies erratically as if target has an active protection system. Only approx 1 in 5 missiles impacts on a locked target. [[User:Hellfish6|Hellfish6]]
}}
{{Bug priority|3|
Only one machinegun on little bird helicopter works. This lowers the chance of hitting what you are aiming at when strafing. Both machine guns should fire. I think Shilka has same problem but is less problemsome. [1.02]'' --[[User:Twisted|Twisted]]
}}
{{Bug priority|4|
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)
:: No, in this article they talk about the Mobile Gun System, which is a 105 mm gun. The Stryker in ArmA only has a light grenade launcher.
}}
{{Bug priority|4|
Heli and Aircraft still disappear sometime. [http://www.gops.it/video/arma_heli_bug.wmv See video] --[1.02]-- [[User:Lujon|Lujon]]
}}
{{Bug priority|4|
Helicopters such as the UH-60 and the AH-6 will not reload properly when close to an ammo truck. The "Rearming" icon+text appears, but then fades even though no rounds of ammo has been loaded. Update: This only happens when having exactly zero rounds left. [v1.02] --[[User:xpz|xpz]]
}}
{{Bug priority|4|
The UH60MG Does not reload correctly, Only the M134 receives ammo, not the M134_2, from an ammo truck or when doing addmagazine manually -[[User:Erebus1|Erebus1]]
}}
{{Bug priority|4|Resistance,Civilian and Easters units all get the same character names (e.g. "Roberto Duarte" as the 1st one used). Only Western units get unique ones. ([http://www.kronzky.info/misc/names.zip sample mission]) [1.02] --[[User:Kronzky|Kronzky]] 21:30, 29 December 2006 (CET)}}
{{Bug priority|5|
Steering wheel on RHIB boats turn in the wrong direction. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
Steering wheels on 'offroad' and 'pick-up' vehicles rotates non centrical . ''[1.02]'' -[[User:Lester|Lester]]
}}
{{Bug priority|5|
M113 models have little problem with stop light texture,when in shadow zone.[http://www.gops.it/foto/arma_bug04.jpg Image] --[1.02]-- [[User:Lujon|Lujon]]
}}
 
{{Bug priority|5|
Placing a group of Mi17's (4) in the editor and then hitting preview they will be friendly to "west" and hostile to "east"!! [http://slybird.homepage.t-online.de/Helibug.jpg Screenshot] [v1.02 german] -[[User:SniperAndy|SniperAndy]]}}
 
{{Bug priority|5|
Small boat (dinghy?)does not sway on sea waves in high speed. Goes like on completely flat surfaces even when sea has big waves --[1.02 Polish]-- [[User:Gutekfiutek|Gutekfiutek]]
}}
 
{{Bug priority|5|
M1A1 and T72 tank commanders are able to fire commander MG while turned in. This can be fixed by changing the config entry in the commander turret <nowiki>"inGunnerMayFire = 1;" to "inGunnerMayFire = 0;"</nowiki> ''[1.02]'' --[[User:BigDawgKS|Big Dawg KS]]}}
 
{{Bug priority|5|
Chopper, AH1 when all ammo is used up, refuses to reload at ammo truck. If some ammo is left in the chopper it will reload. Chez v1.02  -[[User:Paco454|Paco454]]
}}
{{Bug priority|5|
With crosshair OFF, there is no lock icon on vehicles with TOW(bmp, humvee...) .  -[[User:L etranger|L etranger]]
}}
{{Bug priority|5|
Ka50 when crashes show wrong chockpit [http://mio.discoremoto.alice.it/benna86/ArmA/ka50.divx Video] [1.02] -[[User:Benna86|Benna86]]
}}
 
{{Bug priority|5|
When switching player inside a team from leader to other, then getting back to leader, orders are wrong. "All, return to formation" becomes "All, follow all". Found in campaign mission where u have to kill those 2 ammo urals, as Saboteur could not find the door to the camp, I had to switch and go myself, then when coming back out and switching again, orders where wrong. Also noted that when you're seen on this mission, you kill reinforcements, switch player (new team leader orders to get in UH60 as you've been detected), switch player to leader again, both other members suddenly are at the chopper, but they didn't go by foot, as I was the saboteur 1 sec before and he was near leader. When switched to leader, saboteur was 150m away at the chopper. ''[1.02]'' -[[User:FavoriteVictim|FavoriteVictim]] 12:45, 31 December 2006
: Not sure if it's a bug, but try using radio 0-1 (Reply->Done) when you switch back to the leader, it might fix it. --[[User:BigDawgKS|Big Dawg KS]]
}}
 
==Visual Issues==
 
 
{{Bug priority|2|
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]]
}}
{{Bug priority|2|
There are still problems with showing simplest LODs in short distance. This causes situations like: someone is shooting at me from within building, but I cant see him because  i see simplest LOD (box)even if i'm near object. This causes game to be totally unplayable. When alt+Tab and return to game everything looks fine (LODs are correct). I'm using good hardware.  -[1.02 Polish]-[[User:Gutekfiutek|Gutekfiutek]]
}}
{{Bug priority|3|
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.
}}
{{Bug priority|4|
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]]
}}
{{Bug priority|4|
The stones on the terrain glow in the night and seem to be gold [http://www.mitglied.lycos.de/florianbenz/map_pic/GLOW.jpg Screenshot][v1.02] --[[User:Nephris|Nephris]]
}}
{{Bug priority|4|
Displaying the compass or the watch in a night mission make all the trees and bush bright in the dark. ATI card [1.02] -[[User:L etranger|L etranger]]
: Happens on nVidia as well [http://kint.1g.fi/arma/compassprob_1.jpg pic1], [http://kint.1g.fi/arma/compassprob_2.jpg pic2] -[[User:H-|H-]]
}}
{{Bug priority|4|
Texture load on new Geforce 8800 GTS 640 MB DX10 card is delayed on most objects, terrain, vehicles etc. Sometimes textures continue to load for up to a few seconds as you look around. Post effects lighting is also therefore delayed. Card works perfectly in all other games. Using latest Nvidia drivers. Machine is Dual core with 2 GB DDR2 800mhz ram.  This may have something to do with only new objects and their texture load. I have noticed this problem seems to have become less noticeable over the last few days. Game settings and installation not changed in any way.[1.02] -[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|4|
Editor or map not displayed correctly in Windows Vista. When you zoom out, the menu on the right disappears ( [[media:bug-arma-editor1.jpg|example1]], [[media:bug-arma-editor2.jpg|example2]]) -- [v1.02,german] --[[User:Sentinel|Sentinel]]
}}
{{Bug priority|5|
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)
:This might also be a design decision, as if wood stacks get unbalanced and collapse. --[[User:Sniperwolf572|Sniperwolf572]] 17:27, 18 December 2006 (CET)
}}
{{Bug priority|5|
Glass for hostel are not transparent for unit [1.0.2 GER] [[user:dob|dob]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|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]]
}}
{{Bug priority|5|
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 german]'' --[[User:TheVoodoo|TheVoodoo]]
}}
{{Bug priority|5|
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]]
}}
{{Bug priority|5|
Harrier Cockpit window allows to look through building walls. [http://www.zz-united.de/bilder/wallhack.JPG See Image] --[[User:SniperAndy|SniperAndy]]
}}
{{Bug priority|5|
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)
}}
{{Bug priority|5|
Dead corps disappear,already reported by burns with ver.1.01..I add a video for better explanation ,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]-- [[User:Lujon|Lujon]]
}}
{{Bug priority|5|
Problem with LODs. Sometimes simplest LOd is visible near object --[1.02 Polish]-- [[User:Gutekfiutek|Gutekfiutek]]
}}
{{Bug priority|5|
Bug inside Blackhawk,from co pilot view.[http://www.gops.it/foto/arma_bh_bug.jpg Screenshot]-[1.02]-[[User:Lujon|Lujon]]
}}
{{Bug priority|5|
In Abramswhile rotating head in driver position (outside) player gets inside turret (turret must be rotated) [http://img344.imageshack.us/img344/581/bugac5.jpg] -[1.? Polish]-[[User:Gutekfiutek|Gutekfiutek]]
}}
{{Bug priority|5|
Custom face are very bright on ATI card. [1.02] -[[User:L etranger|L etranger]]
}}
{{Bug priority|5|
Many (empty) symbols in Editor are placed in the world with incorrect position and rotation. ([http://fizgig.fi.funpic.de/ARMA-placement-error.jpg example picture]) ''[1.02 - german]'' 23.Dec.06 -[[User:Fizgig de|Fizgig de]]
}}
 
{{Bug priority|5|
Tachometers of the "Offroad" as well as the "Pickup" vehicles display a value that is much too high.
:Tested in editor with speed command. -[[User:Dirk|d034rk]]
}}
{{Bug priority|5|
The borders of the first loading screens are gobbled up when starting ArmA in widescreen resolutions. [1.02] -[[User:Xpz|Xpz]]
}}
{{Bug priority|5|When tabbing through selection buttons it is nearly impossible to see which one is currently active (only a 1-pixel light green border as indicator). [1.02] --[[User:Kronzky|Kronzky]] 22:20, 26 December 2006 (CET)}}
{{Bug priority|5|
Rain is 'drawn' inside buildings. Specifically when you run up the stairs in double storey buildings rain is visible as if you were still outside. [1.02] --[[User:Rick0Shay|Rick0Shay]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
Headlights and searchlight is 'drawn' inside some buildings and through walls. [1.02] --[[User:Rick0Shay|Rick0Shay]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
Searchlight from chopper is 'drawn' inside some buildings and through walls. [1.02] --[[User:Rick0Shay|Rick0Shay]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
When player disembarks into waist high water - water is often drawn over players head. A blue haze is drawn over sky and terrain presumably to show that the player is underwater - but there is no sound or indicator to show this. Clearly there is a problem with wave / water height calculation. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|5|
When player climbs a ladder ('ladder' object placed in mission editor) the animation of the hand movement is incorrect. The players hands at the top of the ladder grab 'air'. The vertical distance is about 5 steps before the animation stops.  Seems player position on a ladder is based on the player mid point or foot pos and not hand/head position. [1.02] --[[User:Rick0Shay|Rick0Shay]]
: Bug or non-feature? --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
In broad day light when player faces sun (not looking up) - the ambient light is reduced. When the player faces away from sun the ambient light increases. This is not the same as looking into the sun where light blinds the player. Glare effect should be lighter facing towards the light source (sun) and much brighter looking into the sun.[1.02] --[[User:Rick0Shay|Rick0Shay]]
: Hmm. I don't know, it's pretty hard to see when facing the sun IRL, I think the current lighting is correct. --[[User:BigDawgKS|Big Dawg KS]]
}}
{{Bug priority|5|
Ambient light from 'Fire object' dropped into mission lights up objects which are not line of sight. This is not reflected light it is direct lighting. Example a lit fire directly lights up facing surface of buildings, fences and other objects which are obscured from fire by other buildings, objects. Seems there maybe a scattered light/direct lighting problem which effects everything (stones etc. as mentioned above).[1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|5|
When firing any weapon at night (most visible) the gun flash animation has poor transparency effect showing rough edges. Looks like a texture issue. Don't think this is a card specific problem but for reference card used is : Geforce 8800 GTS 640MB DX10 card. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|5|
Wierd visual problem relating to light source replication on island. Dropped in player as parachute 'flying' (night). Put in one 'fire lit' below. On preview it looks like there are at least 4 other 'fires' around the island (Rahmadi) in the distance including the one below. It seems the object or light from the object 'fire' is being replicated in other areas on the island. This could be a significant error relating to all other lighting issues mentioned above - where light is passing through terrain mesh at points where an object is placed too far into mesh. These 'lights' are only visible from certain angles relative to origin light source. [1.02] --[[User:Rick0Shay|Rick0Shay]]
}}
{{Bug priority|5|
When the seagul takes off from perching on the ground, it will pass through the ground before it takes wing as part of its animation routine. [v1.03]  --[[User:Plaintiff1|Plaintiff1]]
}}
 
==Weapons==
 
{{Bug priority|3|
No recoil on MP5. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|4|
MP5 and MP5SD magazines do not have "names". [http://www.surfacezero.com/uploads/Sniperwolf572/nonamesMP5mags.jpg Screenshot] to demonstrate. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
Model for laser designator is still missing. ''[1.02]'' ++[[User:Str|Str]]
: moreover, It's lost the laser "dot" in 1.02 [[User:Funnyguy1|Funnyguy1]] 14:03, 22 December 2006 (CET)
}}
{{Bug priority|5|
Model / Placement for "Javelin Antitank" totaly messed! Screenshots: [http://members.chello.at/martin.pucher.02/arma/Bugs/arma_javelin_ext.jpg external view], [http://members.chello.at/martin.pucher.02/arma/Bugs/arma_javelin_model.jpg 1stperson view], [http://members.chello.at/martin.pucher.02/arma/Bugs/arma_javelin_zoom.jpg zoomed] ''[1.02 german]'' --[[User:TheVoodoo|TheVoodoo]]
}}
{{Bug priority|5|
At launcher on east side while in third person is always visible as unloaded. When switching to AT launcher projectile appear in launcher ''[1.? Polish]'' -[[User:Gutekfiutek|Gutekfiutek]]
}}
{{Bug priority|5|
visibleFire & audibleFire values for AK74 ammo are exchanged,"ball" ammo got the values of the "SD", and the "SD" the one of the "Ball" ones, so the AI can't notice the fire of a AK74 very well (B_545x39_Ball & B_545x39_SD)  ''[1.02 German]'' -[[User:DVD|DVD]]
: What do you mean exactly? I thought those were CfgWeapon entries too, not CfgAmmo. --[[User:BigDawgKS|Big Dawg KS]]
 
}}
{{Bug priority|5|
All G36 variants shoot as if they are firing HD rounds.  The rounds disperse way to randomly.  I have shot many 'real' assault rifles and none of them disperse like this.  Further more, the G36 is an extremely accurate assault rifle; it should be alot more consistant. The M4 Aimpoint does it as well along with several others. However, the G36 and M4 Aimpoint are the only two that I focused on.  The recoil should also be adjusted on these two weapons; both have excesive amounts of recoil, in game, that are not naturally known to the weapon [http://www.wildwestguns.com/Bushwacker/Machine_Gun_Fun/MOV00005.MPG Video of G36C being fired at law enforcement demonstration]. -[[User:Pennywise|Pennywise]]
: Thx for the video. However, I see recoil on the video, the rifle visibly jumps "up". And ingame, recoil is (at least for the G36) quite small. Even in zoomed/scoped view, the recoil does not feel exaggerated. [[User:Weasel75|Weasel75]] 22:57, 25 December 2006 (CET)
 
: Here, I threw together another video comparing the OFP G36 with the ArmA G36, http://flashpoint.dyndns.org/videos/comparison.rar.  The OFP G36 was much more realistic and had much more appropriate behavior.  While the gun may recoil slightly, it does not deviate as far from the target due to recoil.  The new settings in ArmA make the G36 feel really sluggish and inaccurate which you can obviosly see comaring the two videos.  When you zoom in with the scope on a target, the ArmA G36 jumps all over the place.  This is an inaccurate depiction of the real G36.  The real G36 will stay focused on a targat and not jump around as much, the OFP G36 more accurately depicts this.  The ArmA does not. [[User:Pennywise|Pennywise]] 07:20, 26 December 2006 (CET) }}
{{Bug priority|5|
The Aimpoint has a circular icon when zoomed in that is not transparent enough to use effectively.  The [http://ofp.dyndns.org/Images/m4AimPoint.jpg current icon] obstructs your aim more than assists. The tracers are also hidden by the icon.  It would also be more user friendly in game if the lense zoomed in just a tad more.  Right now, the casing around the lense takes up alot of space and also objstructs your view.  On most Aimpoints the lense cover flips up and not out to the side.  Just removing the lense cover fliped out to the side would be a big improvement. -[[User:Pennywise|Pennywise]]
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{{Bug priority|5|
The Dragunov rifle's scope is ''way'' off considering the range of typical engagement. The optics are useless because you rarely shoot someone beyond 1 kilometer and when closer you have to guess where above the top chevron the bullet will land. This seriously hinders sniping missions because SVD would otherwise be dead accurate. [1.02]
-[[User:Celery|Celery]]
}}
{{Bug priority|5|
Many weapons have a excessive bullet dispersion that makes aiming very difficult [http://mio.discoremoto.alice.it/benna86/ArmA/aim.divx Video1] [http://mio.discoremoto.alice.it/benna86/ArmA/mk19.divx Video2] [1.02] -[[User:Benna86|Benna86]]
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{{Bug priority|5|
Many explosive weapons make infantry target take off [http://mio.discoremoto.alice.it/benna86/ArmA/flyingmen.divx Video1] [http://mio.discoremoto.alice.it/benna86/ArmA/tow.divx Video2] [1.02] -[[User:Benna86|Benna86]]
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{{Bug priority|5|
Laser designator have got wrong animation [http://mio.discoremoto.alice.it/benna86/ArmA/laser.divx Video] [1.02] -[[User:Benna86|Benna86]]
}}
{{Bug priority|5|
Rpg don't hit enemy infantry near the explosion point [http://mio.discoremoto.alice.it/benna86/ArmA/armarpg2.JPG Image] [1.02] -[[User:Benna86|Benna86]]
}}
 
[[Category:ArmA: Troubleshooting|Bugs list]]

Latest revision as of 02:08, 7 February 2021

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