Bug List – ArmA: Armed Assault

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{{Important|Bug additions are to be clear and concise. Information on how to reproduce and locate bugs or visually displayed with a movie or image is essential in helping [[BI]] fix any bugs as quickly as possible. Your additions are to be signed and version number properly identified or your addition will be removed without notification.}}
{{Feature|important| '''BUG TRACKER'''


__NOTOC__
The ArmA bug tracker is unavailable at this time.}}
 
==Introduction==
 
Help [[BI]] keep track of important bugs by contributing to this list! Before you begin editing, read over the '''How To Report''' section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.
 
If you have a more detailed bug report that requires more room then makes sense for the '''Biki'''  then go to the [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi BIS Forum] and find the current bug thread and post it there.
 
There is a [[Armed Assault: Wish List|wishlist]] for making suggestions to improve Armed Assault, please use this list for those suggestions
 
You should only post bugs about the '''current version'''
 
'''Current ArmA version is:''' ''[1.02]''
 
'''Current Dedicated server version is:''' ''[1.02]''
 
You can find information about the '''1.02''' patch [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=72;t=55917 here]
 
The old bug list can be found here [[Armed_Assault:_Bugs_List-version-1.01.5094]].
 
==How to Report==
 
Submitting bugs in a usable format is <u>essential</u>. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be '''removed''' or '''ignored'''.
 
1. Post in the appropriate section.<br/>
2. Always sign your entries by adding <nowiki>~~~</nowiki> after your addition. '''Failure''' to sign your addition will result in someone removing your addition without notification.<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.}}
 
==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|5|
There is no way to update to 1.02 if you are using an 64bit operationg system. Update programm says "sara.pbo is missing" but you will find the data in your install directory. ''[1.02]'' [[User:Drullo321|Drullo321]]
::Try temp fix on [http://community.bistudio.com/wiki/Talk:Armed_Assault:_Bugs_List#Installation_issues discussion page]--[[User:SniperAndy|SniperAndy]]
}}
{{Bug priority|5|
Several owners of the German version report a bugged seagull. Wings don't move in [1.02 german]. Does not effect all owners of the German game --[[User:SniperAndy|SniperAndy]]
}}
{{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]]
}}
 
==AI Issues==
 
 
{{Bug priority|2|
I placed a Shilka next to an M1A1 commanded by Player. The Shilka wouldn't open fire on my tank, for a while, even though its gun followed my tank. It eventually opened fire after a minute or so. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
}}
{{Bug priority|2|
Strykers have difficulty crossing bridges. This problem may occur with other units, but definitely with the Stryker. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
}}
{{Bug priority|2|
AI units mostly don't follow over bridges (f.e in "column" formation)  and tend to fall off the bridge. AI constantly seems to look for different path sideways off the bridge and occasionally move through balustrade/bridge wall (see also Collision Issues) [v1.02] - [[user:wiper|wiper]] 16.Dec.06, 19:30 CET
}}
{{Bug priority|2|
After entering many buildings via waypoints, AI rarely manage to get out/find their way out. After testing results show, that in 90% of situations, AI won't get out. Also, after reaching the waypoint inside the building, if AI group contained more than one member, most of the AI will end up all in one place, and inside each other. Not related to any specific house/building. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|2|
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
}}
{{Bug priority|3|
AI fails to find a path between some objects and/or vehicles (major issue in cities) if the cap is too narrow (though quite wide). See [http://www.kyllikki.fi/temp/ArMashotteja/AIpathfinding.wmv example video.] [v1.02] - [[User:Vänskä|Vänskä]] 18.Dec 14:00 CET
}}
{{Bug priority|3|
AI can't enter boats from the water side [1.02] --[[User:SniperAndy|SniperAndy]]
}}
 
{{Bug priority|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|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 soldigers 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)
}}
{{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 PL] [[User:RickOShay|RickOShay]]
}}
 
{{Bug priority|0|
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]]
}}
 
==Audio Issues==
 
{{Bug priority|2|
Placed as a gunner in a M113 you barely don't hear a flying chopper around you. The sound is there but it is scarcely audible. This may happen in other vehicles too but haven't tested it yet. [1.02] -- [[User:W0lle|W0lle]] 03:59, 16 December 2006 (CET)
}}
{{Bug priority|3|
sound damping('muffling') effect for vehicles passing behind foliage (trees, bushes) should be disabled. In fact in RL there is *some* damping effect by nature but it is not very noticable .. at least not that much. In ArmA a BMP passing a nearby bush sounds like passing a house or other solid object (maybe only caused by my sound system [audigy2]? - sry if so) ''[1.02]'' - [[User:wiper|wiper]] 15.Dec.06, 22:30 CET
}}
{{Bug priority|3|
No sounds for "Formation wedge & staggered column" commands, you just hear the radio squelch ''[1.02]'' [[User:Burns|burns]] 01:19, 16 December 2006 (CET)
}}
{{Bug priority|5|
Turning off Hardware Acceleration makes the music really quiet. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
No sound for "Get In" command, so if you command your soldier number 2 to get in the HMMWV as driver, you will hear "Two, driver, that Humvee." ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
No sound for "Stay Crouched" command, so if you command your soldier number 2 to stay crouched, all you will hear is "Two, ...". ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
Some sounds replay if they haven't finished properly or have been interrupted.
:Example: Put yourself in editor, detonate a Satchel Charge, during any part of detonation, pause the game, then unpause it. Detonation sound will replay, no matter at what point did you stop it, it will play again unless you have let it end.
: ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{Bug priority|5|
First shot always sounds muffled. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{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]]
}}
{{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]]
}}
 
==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 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]]
}}
 
==Control Issues==
 
{{Bug priority|3|
The two  story building with the 4 rooms (e.g. ObjectID 135099 in Modesta): Sometimes it's very difficult to open the doors in the upper story. Especially the left handed door when you turn after the stairs is extremely difficult. I always need 2 or 3 attempts to open it. [1.02] -- [[User:W0lle|W0lle]] 04:08, 16 December 2006 (CET)
}}
{{Bug priority|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|0|
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
}}
 
==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)
}}
 
==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
}}
{{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|0|
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|0|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]]
}}
 
==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]]
}}
 
==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! --[[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)
}}
{{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|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|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|0|
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. [[User:Weasel75|Weasel75]] 04:00, 27 December 2006 (CET)
}}
 
==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|0|
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] -[[User:Foobee|Foobee]]
}}
 
==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|
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.      <nowiki>http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=bd3e7ab2707889af400d18c7cd00b68a;act=ST;f=68;t=55684;st=135</nowiki> [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|
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>. See video: <nowiki>http://www.youtube.com/watch?v=AFdNo5yL33M</nowiki> (tagged link screws script) -[[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
}}
{{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|
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. <nowiki>[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=09d2809fdcc58a9c5787b306e73959e5;act=ST;f=64;t=56229 Link]</nowiki>  [1.02 Ger]  [[User:SOBR|[BQMS] SOBR]]}}
 
==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]]
}}
{{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|5|
Steering wheel on RHIB boats turn in the wrong direction. ''[1.02]'' -[[User:Sniperwolf572|Sniperwolf572]]
}}
{{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]]
}}
 
==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|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]'' --[[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 the 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)}}
 
==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]'' --[[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]]
}}
 
[[Category:ArmA: Troubleshooting|Bugs list]]

Latest revision as of 02:08, 7 February 2021

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