Bug List – ArmA: Armed Assault

From Bohemia Interactive Community
Jump to navigation Jump to search
m (removed large spaces between bugs)
Line 159: Line 159:


* 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]]
* 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 alpha channel 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==
==Dedicated Server Issues==

Revision as of 16:46, 18 December 2006

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.


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 BIS Forum and find the current bug thread and post it there.

There is a 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 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 essential. 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.
2. Always sign your entries by adding ~~~ 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] - ~~~
  • 90% of the time when getting out of a boat the player is placed under the ground. [1.01.5094].check image - ~~~

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.

Bug priorities To make it easier for BI people to see important bugs, we introduced bug priority templates. Don't use them, only BigDawgKS, Sniperwolf572, the BI staff and the wiki sysops are allowed to add priorites.

General Issues

Template:Bug priority Template:Bug priority Template:Bug priority Template:Bug priority Template:Bug priority Template:Bug priority Template:Bug priority Template:Bug priority

AI Issues

  • I placed a Shilka next to an M1A1 commanded by Player. The Shilka wouldn't open fire on my tank, for a while, even though its gun followed my tank. It eventually opened fire after a minute or so. [v1.02] - Zombie Mod
  • Strykers have difficulty crossing bridges. This problem may occur with other units, but definitely with the Stryker. [v1.02] - Zombie Mod
  • waypoint/routing issues: AI infantry units within a group easily get lost ('trapped') within fencing boundaries f.e. around farm houses with one/small entry or exit zones (don't find a way out) [v1.02] - wiper 16.Dec 18:00 CET
  • 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 example video. [v1.02] - Vänskä 18.Dec 14:00 CET
  • Repeated reports of AI "stacking up" when they exit a vehicle Screenshot. Seen in SP and in the campaign when defending the airport. Wasn't able to reproduce so far. [v1.02 german]--SniperAndy
  • AI units mostly don't follow over bridges (f.e in "column" formation) and tend to fall off the bridge. AI constantly seems to look for different path sideways off the bridge and occasionally move through balustrade/bridge wall (see also Collision Issues) [v1.02] - wiper 16.Dec.06, 19:30 CET
  • After entering many buildings via waypoints, AI rarely manage to get out/find their way out. After testing results show, that in 90% of situations, AI won't get out. Also, after reaching the waypoint inside the building, if AI group contained more than one member, most of the AI will end up all in one place, and inside each other. Not related to any specific house/building. [1.02] -Sniperwolf572
  • AI can't enter boats from the water side [1.02] --SniperAndy
  • Resistance affiliation (RACS friendly to east, west, all, none) seem to be applied to civilians too. [1.02] --Kronzky 06:25, 18 December 2006 (CET)

Audio Issues

  • Turning off Hardware Acceleration makes the music really quiet. [1.02] -Sniperwolf572
  • No sound for "Get In" command, so if you command your soldier number 2 to get in the HMMWV as driver, you will hear "Two, driver, that Humvee." [1.02] -Sniperwolf572
  • No sound for "Stay Crouched" command, so if you command your soldier number 2 to stay crouched, all you will hear is "Two, ...". [1.02] -Sniperwolf572
  • Some sounds replay if they haven't finished properly or have been interrupted.
Example: Put yourself in editor, detonate a Satchel Charge, during any part of detonation, pause the game, then unpause it. Detonation sound will replay, no matter at what point did you stop it, it will play again unless you have let it end.
[1.02] -Sniperwolf572
  • sound damping('muffling') effect for vehicles passing behind foliage (trees, bushes) should be disabled. In fact in RL there is *some* damping effect by nature but it is not very noticable .. at least not that much. In ArmA a BMP passing a nearby bush sounds like passing a house or other solid object (maybe only caused by my sound system [audigy2]? - sry if so) [1.02] - wiper 15.Dec.06, 22:30 CET
  • No sounds for "Formation wedge & staggered column" commands, you just hear the radio squelch [1.02] burns 01:19, 16 December 2006 (CET)
  • Placed as a gunner in a M113 you barely don't hear a flying chopper around you. The sound is there but it is scarcely audible. This may happen in other vehicles too but haven't tested it yet. [1.02] -- W0lle 03:59, 16 December 2006 (CET)

Collision Issues

  • You can walk over (and stand on) fence poles in wine fields pic1 pic2 pi3 [1.02] burns 01:40, 16 December 2006 (CET)
  • AI units which follow over bridges (if so, most don't!) tend to fall off the bridge. They constantly look for different paths sideways off the bridge and occasionally move through the balustrade/bridge wall (see also AI bug reports) [v1.02] - wiper 16.Dec.06, 18:10 (edit 19:24) CET

Control Issues

  • Bullets are not going where they should. I am using the M4 Aimpoint, am prone, and when I use single fire, the bullets do not go to the "dot" most times. If this is FADE then let me know, the only thing I have installed is the Czech->English lang pack. [1.02] -- Zombie Mod
  • The two story building with the 4 rooms (e.g. ObjectID 135099 in Modesta): Sometimes it's very difficult to open the doors in the upper story. Especially the left handed door when you turn after the stairs is extremely difficult. I always need 2 or 3 attempts to open it. [1.02] -- W0lle 04:08, 16 December 2006 (CET)
  • Under the Controls dialog, the "Y Axis" option can be reversed for flying using your mouse, but it also reverses it for infantry looking and it should not affect infantry. [1.02] -- Dr_Eyeball, 17 December 2006
  • Sometimes during a game I have to push and hold a key on the keyboard 1-2 seconds to stand up / lay down / reload /etc. Mouse is uneffected. Even the Game is closed I have to push and hold a key to see any effect, normalizing 15-20min after ArmA is closed. Witnessed in 1.01 and 1.02. Mantelmann 19:23, 17 December 2006 (CET)

Editing & Scripting

  • Referencing nonexisting files with doFSM and addAction (if the file does not end with .sqs) crashes the game. [1.02] -Salisan
  • The SetUnitPos command does not work regardless of being "UP","down". [1.02] hoz
  • 'SetWaypointPosition [pos,rad]' very often lets the unit hang after arriving at the waypoint - especially when inside of buildings. Compared to that 'SetWPPos rad' does a much better and solid job [v1.02] - wiper, 15.Dec.06, 2245 CET
  • 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 (demo). [1.02] --Kronzky 07:10, 18 December 2006 (CET)

Island Issues

  • 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 --Taggart

Mission Issues

  • The campaign mission where you have to repel a massive armoured assault on the BLUFOR base (Tangan???) using 3 AH1 helicopters - when you are flying to the BLUFOR base it takes 5 minutes because the AI choppers are so slow. If you fly ahead of them, you are disciplined by your squadron leader. [1.02] 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] Zombie Mod

  • SP Mission "Messenger" (the the one where you´re supposed to bring back up troops via truck) is now missing fog; making it harder to survive the start and also making it more laggy [1.02] burns 01:30, 16 December 2006 (CET)

Multi Player Issues

  • Using a hosts.txt file kills your performance in the MP browser, as soon as you remove the file, Your performance returns. [1.02] 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! --TheVoodoo
    • Quick-Fix/Workaround: assign different target? (i.e. "none") 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.--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] 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] 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. Screenshot Hudson
  • Squad logo not displaying correctly on player info screen. Squad image shows as black alpha channel 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 Screenshot 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] HitSqdhaXor

Performance Issues

  • Overall decreased performance compared to v1.01 [1.02 (german)] 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] -- 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]--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] -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] 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] 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. --Big Dawg KS
  • US timed grenades bounce/roll on water surface [1.02] see video 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 see video [1.02] burns 01:48, 16 December 2006 (CET)

Realism Issues

  • Weapons magically stick to dead units [1.02] 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). --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] -- 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. 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] -Sniperwolf572
  • Steering wheel on RHIB boats turn in the wrong direction. [1.02] -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] -- 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? 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] -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] -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] -Rudedog
  • M113 models have little problem with stop light texture,when in shadow zone.Image --[1.02]
  • Heli and Aircraft still disappear sometime. 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 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] -Sniperwolf572
  • Glass for hostel are not transparent for unit [1.0.2 GER] dob
  • Glass visor/optic on Stinger is see-trough. Similar to old OFP glasses bug. Screenshot demonstrating the bug. [1.02] -Sniperwolf572
  • Double crosshairs on first person view on gunner position of Stryker (M2). Screenshot to demonstrate. Upper crosshair should probably be the dot crosshair. [1.02] -Sniperwolf572
  • Light cones light up objects and terrain behind them, where those objects and terrain are not exposed to light in any way. Screenshot to demonstrate. [1.02] -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] --TheVoodoo
  • Wood stacks looking strange if destroyed pic [1.02] 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. Screenshot [1.02] -Sniperwolf572
  • Vehicle Compass Contrast is inadequate. Cannot read it against sky. It should be light text on a dark background. Make the background darker. See image -- [1.02] 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. 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. See video --[1.02]

Weapons

  • Model for laser designator is still missing. [1.02] ++Str
  • Model / Placement for "Javelin Antitank" totaly messed! [1.02] --TheVoodoo
  • Still no M203 iron sight although the engine would be perect to simulate rl sight behaviour [1.02] 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] burns 01:27, 16 December 2006 (CET)
  • MG´s reload to fast [1.02] 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] --Serclaes 10:48, 16 December 2006 (CET)
  • MP5 and MP5SD magazines do not have "names". Screenshot soon. [1.02] -Sniperwolf572