Bug List – ArmA: Armed Assault

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{{Bug priority|3|
{{Bug priority|3|
The Harrier will not fire at anything (completely useless).[v1.02 czech]--[[User:chris3270|chris3270]]
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|
{{Bug priority|4|
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AI general collision error - AI can walk through other AI players.[v1.02] [[User:RickOShay|RickOShay]]
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|5|
{{Bug priority|5|
Actually related to pathfinding. All units (people) walk in the middle of the street.  
Actually related to pathfinding. All units (people) walk in the middle of the street.  
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Streets are for vehicles, sidewalks for pedestrians. [V1.02][[User:Blanco|Blanco]]
Streets are for vehicles, sidewalks for pedestrians. [V1.02][[User:Blanco|Blanco]]
}}
}}
 
{{Bug priority|5|
{{Bug priority|0|
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|0|
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|0|
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]]
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|0|
{{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]]  
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|0|
 
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|5|
}}
{{Bug priority|0|
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.
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.



Revision as of 21:20, 28 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.
3. Add your bug using the 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 should look like that:

{{Bug priority|0|
YOUR TEXT HERE -~~~
}}

Here are a couple of decent examples of usable information.

Template:Bug priority Template:Bug priority

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. Add new bugs with priority 0. Only BigDawgKS, Sniperwolf572, the BI staff and the wiki sysops are allowed to set priorities to values higher than 0.

General Issues

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AI Issues

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Audio Issues

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Collision Issues

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Control Issues

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Editing & Scripting

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Island & Object Issues

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Mission Issues

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Multi Player Issues

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Dedicated Server Issues

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Performance Issues

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Physics Issues

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Realism Issues

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Units/Vehicles

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Visual Issues

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Weapons

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