Bug List – ArmA: Armed Assault Talk

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::: I partially agree.  Common sense would dictate that if there is a glaring stability or gameplay issue, that it is probably a bug, so common sense is one tool we can use to judge bugs.  However, there are a lot of ways in which ArmA and OFP are different, so I don't think that they should be compared for this purpose.  This doesn't, however, address the validity of the 'realism bug' category. --[[User:Plaintiff1|Plaintiff1]]
::: I partially agree.  Common sense would dictate that if there is a glaring stability or gameplay issue, that it is probably a bug, so common sense is one tool we can use to judge bugs.  However, there are a lot of ways in which ArmA and OFP are different, so I don't think that they should be compared for this purpose.  This doesn't, however, address the validity of the 'realism bug' category. --[[User:Plaintiff1|Plaintiff1]]
:::: It would be nice to have more information on what BIS intended (and did not) and what they consider bugs. --[[User:BigDawgKS|Big Dawg KS]] 00:57, 6 January 2007 (CET)
:::: It would be nice to have more information on what BIS intended (and did not) and what they consider bugs. --[[User:BigDawgKS|Big Dawg KS]] 00:57, 6 January 2007 (CET)
:::::We can ask them for it but most likely we'll just have to put a system in place that makes the bug list make more sense.  For instance 'You can't go prone on hills'.  Is that a really a realism issue or is it a control issue?  And what does 'can't go prone on hills mean?  I don't think it's an issue where BIS neglected to put in that feature, throwing realism to the wind.  None of those bugs in the realism issue bug section make any sense as realism bugs.  I don't think that realism can ever be the best possible category to put a bug in.  I think that broken physics (if they are truly broken as opposed to lacking in detail) can go in the physics category, control problems (like not being able to do something in some situations-  like go prone- but you can in others can go in a control bugs category, and bugs that are not bugs can go in a feature request wiki page.  Further weapon issues like excessive/ not enough recoil in a game breaking way can go under weapon issues, while weapon tuning can go on the wishlist.
:::::We can ask them for it but most likely we'll just have to put a system in place that makes the bug list make more sense.  For instance 'You can't go prone on hills'.  Is that a really a realism issue or is it a control issue?  And what does 'can't go prone on hills mean?  I don't think it's an issue where BIS neglected to put in that feature, throwing realism to the wind.  None of those bugs in the realism issue bug section make any sense as realism bugs.  I don't think that realism can ever be the best possible category to put a bug in.  I think that broken physics (if they are truly broken as opposed to lacking in detail) can go in the physics category, control problems (like not being able to do something in some situations-  like go prone- but you can in others can go in a control bugs category, and bugs that are not bugs can go in a feature request wiki page.  Further weapon issues like excessive/ not enough recoil in a game breaking way can go under weapon issues, while weapon tuning can go on the wishlist. --[[User:Plaintiff1|Plaintiff1]]





Revision as of 06:51, 8 January 2007

Move the Bug List?

Since the bug list entries are constantly cluttering up the edit history (and probably will continue to do so for a while), how about we move it to a different name space (e.g. Help). For the normal users it wouldn't make much of a difference, but for those that use the log, the bug list edits (and probably the wish list as well) would then only show up if you select the "Help" name space in the drop-down menu.
How about it? --Kronzky 05:49, 4 January 2007 (CET)

I know what you mean but I'm not in favor of changing the name space as many people link here already. hoz

Well, we could keep this page, but forward it to the new Bug List page. That way they can keep their links, and we can keep the log clean. --Kronzky 23:26, 4 January 2007 (CET)

OK, both lists (bugs & wishes) have been moved to the Help: namespace.
Which means that you can now select "Main" as the namespace in the "Recent Changes" list, and you will not see entries for either of those pages anymore. (By default *all* namespaces will still be listed.) --Kronzky 05:44, 8 January 2007 (CET)

Questionable Bugs

Older Entries

Currently, silenced ammo, that is presumed to be subsonic, generates supersonic cracks. Maybe it's a bug, maybe it's a engine limitation. I suggest adding a wish list entry for config boolean isSupersonic, or something like that. Opinions? --Sniperwolf572 22:43, 15 December 2006 (CET)

Add it to the audio bugs list, and possibly your wish to the wishlist. then clean this up. :) hoz
Supersonic crack is generated only when ammo is moving at supersonic speed. There is no need for any flag. Some silenced weapons really do fire supersonic rounds. Which weapon / ammo do you think the behaviour is currently wrong? --Suma 13:05, 18 December 2006 (CET)
I've looked trough the config, and noticed that you can assign different sounds to cracks too, so my wish is already there. Since we have two types of ammo for the M4, and weapon sounds are assigned to weapons now instead of ROF and magazines, SD ammo would be a logical choice to have subsonic ammo for M4. SD ammo for M4 currently generates cracks. I also believe that MP5SD6 uses subsonic ammo (currently generates supersonic crack), and there are also two magazine types for it (MP5 mags are not "named", small bug which I will submit), so I'm assuming one is SD, and could be made subsonic. I'm not sure about other weapons, but, since weapons now determine sounds and not magazines, I would suggest making all magazines that have their SD variant subsonic. And we can still use the non SD variants as non-subsonic ammo. --Sniperwolf572 14:54, 18 December 2006 (CET)
To make clear my point - if a config-side fix it is much cleaner to really make the ammo speed subsonic than to disable supersonic crack for ammo to pretend it is subsonic. --Suma 14:59, 18 December 2006 (CET)
Yes, I understand what you were saying, I was just another making a counter-point to my wish. ;) Ammo speed is indeed a cleaner fix. Hence, I suggest making all ammo that has SD counterpart subsonic. For example, 30Rnd_556x45_StanagSD (B_556x45_SD) to be subsonic, but 30Rnd_556x45_Stanag (B_556x45_Ball) supersonic. --Sniperwolf572 15:14, 18 December 2006 (CET)


  • When running the game at 1920x1200 (maybe other 16:10 resolutions as well) the map screen will not fill the screen. The effect seem to be random: sometimes it is placed low/center or low/right with black edges. [v1.02] --Xpz
Please remove this entry, a Catalyst driver update fixed the problem. -Xpz
  • No MP network connection after upgrade to 1.02 1.01 was (and is) fine. [1.02]
    Link to Forum Post. - Iron Eddie - update your firewall settings --SniperAndy
  • When swimming a long distance weapons fall off, except pistol happens with squads too [1.0.1. CZ] - MISTA
Not a bug, but a feature. --Sniperwolf572 18:29, 16 December 2006 (CET)
  • AI can see trough the smoke generated by smoke grenades. Doesn't matter if AI has any prior knowledge of player or other unit behind the smoke. [1.02] -Sniperwolf572
Not a bug but something BIS commented on in the past. It's a performance issue and same as in OFP. Solution would be creating a addon that spawns a invisible object witz a view geo --SniperAndy
  • Nearly every helicopter is able to do loops. Its a urbane legend that only "some" helicopters can performan them. But it is very material intense and very dangerous (the helicopter can "fall" in its own rotor system...). Even a CH-53 can do loopings. http://www.youtube.com/watch?v=VC2E8RJE3Jo [KSK-D]Arbaal 10:31, 16 December 2006 (CET)
Not a bug but a replay regarding choppers being able to do loops now. --SniperAndy
  • Confirming performance drop with v1.02 compared to v1.01 here! v1.02 seems to relinquish some more "task priority" to windows than v1.01 (f.e notepad performance in parallel task on my system is MUCH better now than in 1.01). However I'd like to have the power back in ArmA rather than in Notepad though :-\ cant longer confirm for my system; made a fresh install&patch and looks even better performaing than 1.01. [v1.02] - wiper 17.Dec.06, 00:20 CET
"striked" by user --SniperAndy
  • Missing punch animation. Not a big deal to most, but it is to me!! [1.02] Zombie Mod
Then add to the wish list. hoz
  • No firing sound and firing visuals (muzzleflash, tracer) with MP5 in Multiplayer as spectator.
Not signed. More information would be good like (what does the reporter mean as spectator? As a seagul, using keygetys spectate script?) hoz
  • Placing Unit-Empty-Sounds-Music produces error message "Cannot Load Texture - ca\data\data\vlajka.paa --Taggart
Already reported, no need to include it in the talk page. hoz
  • 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] - wiper16.Dec.06, 18:10 (edit 19:24) CET
Already in AI bugs, fits better there. --Sniperwolf572 16:18, 18 December 2006 (CET)
  • 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
Could not reproduce on two systems. If talking about bullet drop over longer distance, that's more of a feature. --Sniperwolf572 16:18, 18 December 2006 (CET)
  • 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)
Never happened on two systems in over a week of playing. Maybe not caused by the game. --Sniperwolf572 16:18, 18 December 2006 (CET)
  • Overall decreased performance compared to v1.01 [1.02 (german)] burns 01:59, 16 December 2006 (CET)
Removed this item as, no one else has complained about a performance decrease, there is no images or details as to what the performance decrease is. Is it a blocky LOD problem? or Textures aren't loading? hoz
User issue, Eddie solved it, check forum topic. --Sniperwolf572 16:55, 18 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
Not replicable without damaging the helo. Also noted that this behavior, on my machine, is less notable on auto-hover than just plain hovering helo without auto-hover on. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • 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
Same opinion as Kyle. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • 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
Same opinion as Hoz. --Sniperwolf572 16:55, 18 December 2006 (CET)
  • 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
Similar as Hoz. Maybe this behavior should be a little configured by BIS to depend on the unit behavior, if unit is at "SAFE", maybe it's waiting for a refuel, and it should stay inside, and if at "DANGER" the unit is out of fuel, probably in a life threatening situation, and usually can not fight back, therefore it should exit the helo. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • 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)
Should be moved to wish list. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • MG´s reload to fast [1.02] burns 02:00, 16 December 2006 (CET)
Personal opinion I guess, but open for debate, maybe a forum topic would be adequate. --Sniperwolf572 17:45, 18 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)
Should be moved to wish list, as this is a non-feature. --Sniperwolf572 17:45, 18 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)
Already reported. --Sniperwolf572 17:45, 18 December 2006 (CET)
  • It is very hard to kick teamkiller if theres no admin. And choosing admin takes too much time. Is there any way to fix it? Maybe teamkiller after few teamkills should be kicked automatically? [1.05 Polish] gutekfiutek
Belongs in the wish list. --Big Dawg KS 23:32, 18 December 2006 (CET)
  • 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] --Twisted
This is not actually a bug, but design decision. Probably because you can't operate two or more turrets at the same time, but we still don't know that. This non-feature is compensated in other ways. --Sniperwolf572 15:21, 19 December 2006 (CET) Thanks for the feedback. However I do not see how it is compensated for? Surely having one machinegun that doesn't work is a bug? Do missiles also only come out one missile launcher or more than one if the helicopter has them? --Twisted
I haven't not heard this is by design and maybe should be included in the bug list unless you have some indication it is by design.hoz
It's a work-around to an engine limitation. It's the best they can do without modifying the engine, though to what extent I'm not sure. --Big Dawg KS
Twisted, as far as I know, you can assign only one point where bullet is generated per gun/turret. Currently, one AH-6 minigun, that you see tracers coming from, fire double the amount of bullets with each click, to simulate both guns being fired. FFAR-Type rockets on the other hand have two exit points, and they alter with each shot, you will see a rocket coming from the right, then left, right, etc. And Hellfire types are also another thing, since they are defined as proxies on the model, but AFAIK (and I'm not sure about this) they are still launched from the defined memory points as FFAR Type rockets. I'm not sure if it's still an engine limitation, but as BIS hasn't done it differently, it's either not possible, or they just did it this way. --Sniperwolf572 15:35, 20 December 2006 (CET)
Ok I spoke to a dev. This should be added to the bug list as both gunners are supposed to work. hoz
Nice. I have returned the bug into the bug list. --Sniperwolf572 15:09, 21 December 2006 (CET)
  • AI soldiers won't run for cover when being attacked by a tank or APC. For example: Take a BMP-2 and fire at a Stryker until the crew gets out. They will just lay down next to their vehicle and wait for you to kill them one by one. [1.02] TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • AI soldiers don't care when one of their comrade is killed. When someone of their group is killed, they should know that their location is not safe and run somewhere else, but they just stay there and don't do anything. [1.02] TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • The BMP-2's 30mm gun sounds like a toy gun. [1.02] TomasRiker
Wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • All tracers look the same. For example, the BMP-2's 30mm rounds look just like 5.56mm rounds from a light machine gun. They should have a larger diameter. TomasRiker
Non-feature/wish. --Sniperwolf572 16:16, 19 December 2006 (CET)
  • The UH-60 minigun will run out of ammo the first time it is fired. The ammo counter just keeps ticking down. [v1.02 (Multiplayer/german)] --xpz
This is the same as a report prio 2 by TheVoodoo slightly above Str1ker
Similar bug to one already there, commented the one left on the bug list to be more clearer. --Sniperwolf572 16:19, 21 December 2006 (CET)
Can someone without SickBoy's "Cz/Ger to Eng" patch verify that this is an actual bug, and not an fault on SickBoy's end? --Sniperwolf572 17:55, 21 December 2006 (CET)
Yes, it's in the unmodified german version Screenshot Scruffy 01:23, 24 December 2006 (CET)
  • When wounded in legs player cant run for short distance (this feature was in ARMA version 1.0 and OFP). Is this a bug, or feature? [1.02PL]
No, it's a feature/non-feature. --Big Dawg KS 21:48, 21 December 2006 (CET)
  • Javelin Antitank missile is not top-angle attack as it is supposed to be but fires directely into the target [1.02 German] -SOBR
Non-feature. --Big Dawg KS 21:53, 21 December 2006 (CET)
  • Rahmadi mission created with mission editor. When the weather is set to 'raining' - rain is visible inside some of the buildings you can enter. Looks like the rain just passes right through the ceiling.[v1.02] --RickOShay
I think this can be called a non-feature. Anyone agree/disagree? --Big Dawg KS 23:21, 22 December 2006 (CET)
  • The Harrier takes almost the entire length of the runway to takeoff and once in the air, flight is very difficult even with a joystick, throttle and rudders. There is also no vertical take off.[v1.02] --RickOShay
Non-feature. --Big Dawg KS 23:21, 22 December 2006 (CET)
Already reported. --Big Dawg KS 23:32, 22 December 2006 (CET)
  • 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]-- 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. --Big Dawg KS
I can confirm that this is an issue with his control setup. Left Pedal/Right Pedal (called this in the 6thSense ArmA Language Patcher v0.9 anyways) are what he was expecting. However, as a flight simmer, I must state that if you use those, the response is altogether wrong at speed.
--ColonelSandersLite
--My controls are set up correctly, and as i said when hovering not at speed, the left and right pedals should control the tail rotor and allow the pilot when at a steady hover to rotate the aircraft not bank. --Owl
There's a discussion about this on the BI Forum. I remember seeing a screenshot of someone's control configuration in English where Left Pedal/Right Pedal were different controls than Left Turn/Right Turn. Someone needs to get to the bottom of this and confirm wether or not there is actually a bug in the flight model while using pedals (also note that if BIS did it intentionally it's also not a bug but a non-feature). --Big Dawg KS

}} I left the bug put removed the ongoing discussion --SniperAndy

  • The Cobra can not stand still even when "auto hoover" function is on.I have to correct the moves with controls to keep the chopper in place.And everytime the tailrotor is used (X or C) the Cobra starts to spin uncontrolable.[1.02 german]
No signature. --Big Dawg KS 21:02, 24 December 2006 (CET)

Newer Entries

Ok, I moved these here because there's already a 50 page thread on the forum about this and the flight model has already been brought to BI's attention. If they're cleaned up and perhaps merged, and can qualify as a bug, then they can be resubmitted. --Big Dawg KS 22:23, 21 December 2006 (CET)

  • Rudder controls for AV-8B lose noticeable effect in too slow speeds. Consider this: stall speed for the plane seems to be around 200 (you can barely keep it's nose up). At this speed you should be able to use rudder to adjust the plane heading (for example aligning for runway when landing). Also rudder is used for aiming (to some extent) when firing the minigun. At the moment you can't turn the heading enough with pedals to aid landing or attacking with minigun. Another point; when you bank hard (close to 90deg left or right) you should be able to keep the nose of aircraft from falling with rudder. This issue will probably apply to other fast moving winged aircraft as well. (tested with joystick with rudder axis). 21 Dec 2006. [v 1.00 - 1.02] -Tuusita
Can we call this a bug? I'm not sure if it's actually a bug or your opinion (wish). --Big Dawg KS
I would call it a physics problem. Rudder physics on all aircraft, fixed and rotary wing, are wrong.
--ColonelSandersLite
Still, if it's a non-feature and not technically a bug, it doesn't belong here. We all know there is serious debate about the current flight model in ArmA, I don't think we need to continue it here. --Big Dawg KS 22:23, 21 December 2006 (CET)
  • Controlling AV-8B throttle with joystick throttle axis is difficult. When you set throttle axis to near center it seems there is "an autothrottle" that increases throttle when nose is pointing up (above horizon) and decreases throttle when nose is pointing down (below horizon). This "autothrottle" is not able to hold speed when you are banking and your nose points slightly down; it will decrease throttle even if your speed is slowing down since your nose points below horizon. Suggested fix: 1)(preferred)control aircraft throttle directly (when throttle axis is designated in Controls) OR 2)make "autothrottle" try to hold the speed (the speed when throttle axis was centered). 21 Dec 2006. -Tuusita
Again, I think this is more of a wish than a bug, unless it is a serious issue that makes it unplayable. There's been a lot of dispute about the flight model and there are many conflicting opinions as to how serious a problem it is, if one at all. --Big Dawg KS
  • Got the full game and cannot start the game. When i click on the game icon , 10 small scare appear and when 8 of the 10 scare is checked, window error message appear and stop the game lauching. What i should do? -Bob819
Go to BI forums troubleshooting section, this is not troubleshooting but a bug list, you are also not listing your system specs and the actual content of the error message. --Sniperwolf572 09:24, 25 December 2006 (CET)
  • Version is 1.02 German, all drivers are up to date in fact it is a new computer. When running the game it will stop after the first screen with the small helo comes up and the game attempts to load, it will then freeze and go to a microsoft error report which I have submitted. I have tried reinstalling, running 1.0, 1.02, 1.02 with lang patch, all to no avail. The game was running fine yesterday.
Go to BI forums troubleshooting section, you are also not listing your system specs. I encountered this only when I installed addons with faulty config. --Sniperwolf572 09:31, 25 December 2006 (CET)
  • Players can perform as many TKs as they want - no kick.

We just had two guys (James: 1855235 and Noli: 5173253) walking all crowded public servers to TK at spawn. Once they got into tank, they setup behind spawn and kill everyone. Once one server is cleared, they switch to another one.

If its not a bug - then at least its a *big* gap for exploits.

So unless this is fixed, one or two "bad" guys can ruin the fun for some hundreds. Until then, dont expect a widespread acceptance of the public servers/ArmA in general.

Solution: After a certain threshold (5 kills?), the TK-ratio is measured... if it is > 0.5 -> kick with text to the player. If it was not on purpose - nice, he learned some lesson. If it was on purpose - well, it was deserved. Weasel75 04:00, 27 December 2006 (CET)

Non-feature/wish. --Big Dawg KS 19:02, 27 December 2006 (CET)
  • Rifle-sound sometimes disappears. This seems to be related to have the weapon close to or in? a wall. That happened to me with G-36 twice online, while I am pretty sure it happened to others (so the bug is not just on the client) too - I stood right besides them, no firing-sounds. Weasel75 06:36, 28 December 2006 (CET)
Already reported. --Big Dawg KS 03:08, 2 January 2007 (CET)
  • When player is under water for too long there doesn't seem to be a sound to indicate you are drowning. Or it maybe that the player position in water is not calculated from the position of the player's head. Then again maybe there is no sound.[1.02] --Rick0Shay
Non-feature/wish. --Big Dawg KS 03:08, 2 January 2007 (CET)
  • Harrier is very difficult to get into air - takes almost full runway length to take off with flaps down or up. No vertical take off/landing. Limited sensitivity in Y axis in air - tried slider etc. Using MS sidewinder with rudder and throttle. Works fine in LockOn-FC and other flight sims. Seems unplayable at present. [1.02] Rick0Shay
Non-feature/wish. --Big Dawg KS 03:38, 2 January 2007 (CET)
  • Harrier on ground (runway) allows multiple ejects. [1.02] --Rick0Shay
Non-feature/wish. --Big Dawg KS 03:38, 2 January 2007 (CET)
Are you sure about that? It's about as realistic as throwing hand grenades and then pick them up for reuse. -Xpz
I'm sure, reusing a hand grenade is equally bogus in terms of gameplay as it is realism, reusing the ejection system on an aircraft isn't. Besides the game doesn't even simulate ejector seats (not by default at least), if it did then you could argue that this is a bug, otherwise you're talking about a bug in a feature that doesn't even exist. --Big Dawg KS
  • When parachuting user controls don't seem to have any effect on the flight direction and speed of the decent. This might be a bug or a feature I'm not sure. since it detracts from realism (the ultimate game/sim objective) I would say its a bug and a non feature - but hey that's just me. Its also interesting to note that this basic ability is present in quite a few other combat games that have been around for over 3 years. [v1.02] Rick0Shay
Non-feature. Also certain parachutes are intended not to be steerable (at least not easily), such as during large scale jumps to prevent collision. --Big Dawg KS 21:29, 3 January 2007 (CET)
  • "Scrolling in the map screen is very choppy or don't work at all. This applies to up/down, not left/right. [v1.02]"
Priority 5? This bug is really irritating and destroys the gameplay. Imagine planning an assault and not being able to scroll the map. It's a disaster. -Xpz
Provide a video or more detailed description and it can be better assessed. --Big Dawg KS 00:40, 6 January 2007 (CET)
The bug report is updated on the main page. Here's the video: Video (xvid) --Xpz
  • player ejects from vehicle when destroyed and player ejects from soft vehicles when caped (killed without destroying vehicle armademo ver 1.3.0.5110 -NipWup
This is necessary to ensure the player respawns, it was a problem in OFP that was fixed by ejecting the players. So I'd say it's more of a bug fix, perhaps someone has a different opinion? --Big Dawg KS 00:40, 6 January 2007 (CET)
  • when change weapon to full automatic the use binoculars then change back to weapon it is automatically set back to semi auto armademo ver 1.3.0.5110 -NipWup
Non-feature (also it's not like you can't instantly switch it back). --Big Dawg KS 00:40, 6 January 2007 (CET)
  • commander seat in tank cant command, or very hard to, revert back to OFP mothod of commanding, and why can the driver issue orders armademo ver 1.3.0.5110 -NipWup
Non-feature/wish. --Big Dawg KS 00:40, 6 January 2007 (CET)
  • weapon kit consistiong of AT launcher, M4A1 and hangun, go for a swim and when you get out of the water you only have the handgun the AT launcher and M4 dissapears armademo ver 1.3.0.5110 -NipWup
Feature (weapons are dropped to allow you to swim). --Big Dawg KS 00:40, 6 January 2007 (CET)
  • hit a tree dead on with sabort blows the tree down a heat round does not armademo ver 1.3.0.5110 -NipWup
Non-feature I suppose, since HEAT rounds don't do as much damage as Sabots, try 2 or 3. --Big Dawg KS 00:40, 6 January 2007 (CET)
  • cant "drop ladder" when started climbing from the base of ladder armademo ver 1.3.0.5110 -NipWup
You can indeed drop off the ladder if you start from the base, at least on the really tall ones. --Big Dawg KS 00:40, 6 January 2007 (CET)
  • at far distances if BRDM is spotted ai will keep shooting at it, trying to get its attention ? then BRDM turns and kills them all (rule no1 don't piss the tank off) armademo ver 1.3.0.5110 -NipWup
What part of that is a bug? --Big Dawg KS 00:51, 6 January 2007 (CET)
  • havent been able to reproduce bug, ai equiped handgun in prone possition then got stuck, was unable to move or stand up, all he could do was pivot on the spot, he could aknoledge orders but couldent carry them out armademo ver 1.3.0.5110 -NipWup
Cannont be reproduced, as he says. --Big Dawg KS 00:51, 6 January 2007 (CET)
  • ai donot respond to grenades when they land next to them armademo ver 1.3.0.5110 -NipWup
Non-feature. --Big Dawg KS 00:51, 6 January 2007 (CET)
  • ai do nothing when they find a dead body, can players hide bodies ? armademo ver 1.3.0.5110 -NipWup
Non-feature. --Big Dawg KS 00:51, 6 January 2007 (CET)
  • Cannot assign team members to smaller teams no more. The assign menu item (item 9) is missing.[v1.02] --Aprecious
It can still be done, just not from the standard command menu. This would also be a non-feature, not a bug. --Big Dawg KS 00:59, 6 January 2007 (CET)
  • AI is being swamped with move commands and other commands every second. You can hear this happening if you got your headset on. In the distance you hear the leaders giving new orders per second. I believe this results in the AI being swamped with commands not being able to handle, calculate the informations provided. This could be one of the reasons for all the AI behaviour being reported. Just a overflow of commands. I also don't think there is a need to hear the AI commands. I removed this again. Turns out that this was caused by missions using Kronzky's Urban Patrol Script -SniperAndy


  • I died once as I sprinted on a corner roof, trying to jump away (happened once) - Lou Montana / Demo
No repro steps, likely fell off the roof. removing..hoz
  • There is some bad behaviour of US Recon Soldier in Front of BMP.Have a look at ScreenShot:

[1][v1.02] - berndsattler

Isn't it the target designator? The model is missing and It's been already mentioned. Funnyguy1 20:18, 7 January 2007 (CET)

When swimming, returning to land will randomly make all your equipment off, sometimes it will, sometimes it won't - Lou Montana / Demo

This is based on time in the water and how deep, as per design I beleive. hoz


  • No way to control parachute. It seems randon. This is a feature that's been available in BF for years ! :--Major Latency
Then make a wish in the wishlist. hoz

Realism Bugs

I would like to call into question the validity of the realism bug category. I simply do not see how this category can exist without turning into a wishlist. Observations such as vehicles burning underwater are valid imersion concerns- however, this is not a gameplay or stability issue: It is a lack of feature which belongs on the wishlist. Asking for a rethinking of the armour values algorythmns or assignments are also wishlist material. Things that BIS *INTENDED* to happen are not bugs, and those that were left out due to engine constraints are also not bugs- they are things BIS intended not to happen due to performance or other considerations. To be honest, we need a copy of the design document in order to ascertain what a bug is. In absence of that, I think we can safely knock off the reaslism bug category, as there are more much more pressing matters.

I should probably say that it's not that realism problems aren't bugs, however, ALL bugs that aren't stability related could be said to be realism bugs, and realism may or may not have been the ultimate goal in most areas of the gameplay scope. Furthermore, game balancing issues which may fly directly in the fact of realism are *features*, the direct opposite of bugs.

This list will not be completely controllable, as anyone can write on it, but I think that with careful structuring of form, users can be coaxed in the right direction. If this is a desirable state of being for this wiki, that category completely flies in the face of it. --Plaintiff1

Well, as we don't have access to any design documents we have to guess what a bug really is. I think we all can agree on using simple common sense. If it is implemented in OFP, it certainly should be in ArmA. -Xpz
I partially agree. Common sense would dictate that if there is a glaring stability or gameplay issue, that it is probably a bug, so common sense is one tool we can use to judge bugs. However, there are a lot of ways in which ArmA and OFP are different, so I don't think that they should be compared for this purpose. This doesn't, however, address the validity of the 'realism bug' category. --Plaintiff1
It would be nice to have more information on what BIS intended (and did not) and what they consider bugs. --Big Dawg KS 00:57, 6 January 2007 (CET)
We can ask them for it but most likely we'll just have to put a system in place that makes the bug list make more sense. For instance 'You can't go prone on hills'. Is that a really a realism issue or is it a control issue? And what does 'can't go prone on hills mean? I don't think it's an issue where BIS neglected to put in that feature, throwing realism to the wind. None of those bugs in the realism issue bug section make any sense as realism bugs. I don't think that realism can ever be the best possible category to put a bug in. I think that broken physics (if they are truly broken as opposed to lacking in detail) can go in the physics category, control problems (like not being able to do something in some situations- like go prone- but you can in others can go in a control bugs category, and bugs that are not bugs can go in a feature request wiki page. Further weapon issues like excessive/ not enough recoil in a game breaking way can go under weapon issues, while weapon tuning can go on the wishlist. --Plaintiff1


  • 1: can't move while reloading or fireing full automatic omg !! i can understand it while lieing down, 2: unarmed characters cant neel, 3: same explosion effect heat and sabart ?, 4: chopper feul runs down too fast when dammaged a little bit + engine stops arfter too litle damage, implement control dificulties when damaged ?, no engine smoke when damaged, being able to crash land a plane or chopper and survive, 5: being able to controll a parachute, 6: no recoil or vibration or any fireing effect from vehicle mounted guns (and no muzzle flash from Humve), and some dont have the belt fed effect, reload actions would be nice too, 7: Rifle shells eject from pistols, 8: cant pivot while reloading at or aa weapons 9: bullet proof windows on some buildings, 10: no M24 bolt action ?, 11: smoke from smoke grenade usless on steep slopes, smoke disapears into side of mountain, 12: UH60 miniguns. *cough*, firing vibration effects, and can you make it spin any faster (wind up to speed), 13: need light emmiting glowing tracers from weapons not green and red lines, and faint intermitant tracers from small arms fire, 14: detachable and retachable mods to weapons on the field, 15: at night, burning vehicles abruptly stop emmiting full light when burning stops, 16: shell ejection from weapons should fly much further, 17: first person view proper reload actions and weapon movement, 18: characters have to compleat action before dieing, 19: it wouldve been nice to have ragdoll effect, grenades,tanks or any explosive cant sent a person flying, + vehicle breakup when expload, sending deblies averywhere, 19: dismemberment option (character decapatation) nothing much happends when you hit a soldier square on with a tank shell ?, 20:is it possible to add heat haze effect on the deasert plains during the day and exaust from choppers, jets and tanks -NipWup
  • 1: vehicles can burn on fire underwater, 2: handguns fire accuratly over 600m, 3: no internal tank instraments and can't veiw inside tank body, 4: it would look more real if the sun glare/beam effect showed and continue through the gaps of tree leaves -NipWup
These were removed because they are mostly non-features/wishes. You could be right about the realism section. Maybe we should put an important notice there explaining what is actually a realism bug, or maybe even removed altogether. --Big Dawg KS 01:15, 6 January 2007 (CET)

Multiple reports about same bug

  • Rudedog's and Pennywise's bug reports about MP shooting bug are one and same, they should just be combined into single bug report. It affects all weapon in multiplayer, with unpatched German client and whether you Join-In-Progress or not. This bug is in 1.03 demo dedicated server as well. --Feersum
I wasn't able to find the dupe. Someone else must of removed it. hoz
  • AI walking through walls reported by bt_1900 and Lujon

And isn't this sort of an engine limitation? AI can walk through everything since OFP, the LODs just tell them not to do it most of the time. Scruffy 22:30, 5 January 2007 (CET)

Defining Priority

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.


How does one define a priority?

Priority 1

  • Any issue that causes a CTD (crash to desktop)
  • Any issue that prevents the game from loading.
  • Any issue that prevents installation of a patch
  • Any issue that decreases performance significantly, up to the point of making the game unplayable. (especially if this was working better in previous ver)


Priority 2

  • Issues that prevent MP game play
  • Any issue that prohibits game play as per design
  • Issue that prevent the operation of a vehicle/unit/object as designed. (can't get in vehicle, helicopter moves incorrectly)
  • Issues that allow cheating. (example: sniper sites allows a person to see through walls)
  • Significant performance issues (low fps in situation where decent fps would be expected)

Priority 3

  • Annoying behavior, such as Repeated voice command.
  • Sounds that aren't working as they were designed.
  • Collisions in models which affect game play. (such as doors which prevent entry, invisible wall)
  • AI not doing as they should/designed. (stuck, not running for cover, etc)
  • Mission issues that prevent the completion or playability.
  • Scripting commands that do not work as intended and/or at all

Priority 4

  • Any issue that causes an in game error (missing paa, missing name)
  • Graphical Nuisances (missing textures)
  • Annoying collision issues.


Priority 5

  • Missing sounds which maybe were never intended.
  • Spelling errors
  • Minor mission issues that don't affect the game play

Talk about the Priorities

So, what have we decided on other users changing bug priorities? I've just noticed some more subjective bug rating. --Sniperwolf572 18:12, 23 December 2006 (CET)

They should leave them at 0 so the proper people can see them easier and make sure they're properly prioritized, IMO at least. --Big Dawg KS 19:16, 23 December 2006 (CET)
I agree, not that it matters or that I change priorities but I think this would be the best way to see what is happening. Also for users. But I think the bug list should have a content list as well to the sections like the talk page. It makes locating sections much faster --SniperAndy
Someone will always try to increase the priority, I think thats a given. Best we can do is just keep an eye on it. Lets try to keep as much chit chat out of the bug reports as possible. If the chat helps with the problem then so be it, if it takes away from the report then copy it to here with a link. Good job so far in maintaining the list. What about a separate section for the demo bugs, I noticed one or two and these bugs should be minimal(hopefully) to warrant lots of sections? hoz
Why bother with a bug list for the demo? I don't think that the demo will be patched or get any attention in the future!? --SniperAndy

Demo bugs

  • ARMA demo [1.3.0.5109] performance issues where menus and functions lag performance, dropping frame rates to 0 or producing connection lag. I’m not sure which. Switching between Map and 1st person takes a few seconds, makes it very hard to navigate without getting killed.
Getting in and out of vehicles or switching positions sometimes takes a few seconds.
Overall performance setting: very low
My stats:
Amd Athlon 64 x2 4800 (I know its not optimized for dule core)
NVidia Quadro FX 3450/4000 x1 [no sli]
Mem 2 gig
Sb Audigy X-fi
Connnection : Cable
  • Starting the game with Crossfire enabled causes the game not to start. The ArmA mouse cursor loads to a black screen. Esc allows you to exit the program. Windows claims that 'memory could not be written'. The RPT file alludes to a driver problem. RPT excerpt available on the talk page. [Demo v1.03] --Plaintiff1 10:43, Dec. 27th
  • Server crashes every time when CTI (Capture The Island) mode is started. [Demo 1.03 build 5110] - Osmo