Bug List – ArmA: Armed Assault
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{{Bug priority|3| | {{Bug priority|3| | ||
Try this load a few soldiers into a 5T open truck. Now try and shoot them. You can kill the driver but you can't kill any soldiers in the back of the truck unless you use an RPG and take out the entire truck. ''[1.02]'' - [[User:Major Latency|Major Latency]] }} | Try this load a few soldiers into a 5T open truck. Now try and shoot them. You can kill the driver but you can't kill any soldiers in the back of the truck unless you use an RPG and take out the entire truck. ''[1.02]'' - [[User:Major Latency|Major Latency]] }} | ||
{{Bug priority|3| | |||
The AI have troubles with spotting targets in campaign. I have to do It myself, the opfor aren't better. The distance on which they actualy recognize a threat is sometimes very low, despite the fact that I set them the highest skills. Is that a matter of missions or the AI in generall? They still seem to be quite suicidal when attacking enemy sometimes. ''[1.02 PL]''[[User:Funnyguy1|Funnyguy1]] 20:28, 7 January 2007 (CET) | |||
: And one can not assign a target if it is too far away from friendly AI. That does not mean, that the enemy AI can not attack friendly AI - but my guys do not return fire at all, they die one by one.... and neither can I assign the target that I am firing at since 20 seconds! -- [[User:Weasel75|Weasel75]] 11:07, 8 January 2007 (CET) | |||
:: Additionally the AI seems to be more tolerant (read: ignorant) toward each other than towards players. Sometimes enemy AI can come really close to my position without friendly AI opening fire, and vice versa. -- [[User:Weasel75|Weasel75]] 11:07, 8 January 2007 (CET) | |||
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{{Bug priority|3| | |||
when player is tank commander and orders his driver/gunner to rearm or to repair the AI won't move even when the support trucks are near (Ger 1.02 ver) - [[User:Kroky|Kroky]] | |||
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{{Bug priority|3| | |||
AI don't follow the player or their AI leader through water. They get into the water start swimming for some meters and then stop and stay in the water. No effect when player AI/squad leader calling them back to formation. - [[User:Kroky|Kroky]] | |||
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{{Bug priority|3| | |||
When using the team switch feature, when player chooses to be the squad leader the squad members sometimes don't follow any order. They say "roger" but don't do anything. This happened to me while playing the official campaign in the side mission "Armored Fist" where player commands 3 tanks. When players tank would get destroyed and he uses the switch command the above problem occurs. - [[User:Kroky|Kroky]] | |||
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{{Bug priority|3| | |||
Sometimes it's quite impossible to order the AI soldiers to pick up a certain weapon or magazine. I.e. In the mission in the official campaign where you have to drive with two humvees to destroy 3 enemy bases near Dolores, there is an ammo depot. When nearing this ammo depot it appears in the left top corner loading. Player can pick up any weapon or magazine, no problem. But it's impossible to tell the AI to pick up anything. The only way is to pick it up as player, then drop it on ground a little away from the ammo depot and then order AI to pick it up. - [[User:Kroky|Kroky]] | |||
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{{Bug priority|4| | |||
Often when creating a clean mission with just a group of soldiers ordered to get into vehicle - some of the soldiers report 'ammo low' even though mission just started. - [1.02][[User:Major Latency|Major Latency]] | |||
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{{Bug priority|4| | |||
AIs tend to fall off the roof of buildings killing themselves in the process. [[User:Rune|Rune]] 17:05, 10 January 2007 (CET) | |||
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{{Bug priority|4| | {{Bug priority|4| | ||
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{{Bug priority|5| | {{Bug priority|5| | ||
The gunner in the HMMVW-M2 is able to override the headlights. Example: in the mission editor, create a player unit and an HMMVW-M2. Set the mission time to midnight. The HMMVW will be created with headlights on. Order everyone but the gunner to get out. Get in the HMMVW and turn off the lights. Get out of the HMMVW and the lights will automatically turn back on. If you repeat this test after asking the gunner to get out as well, the lights will stay off. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET) | The gunner in the HMMVW-M2 is able to override the headlights. Example: in the mission editor, create a player unit and an HMMVW-M2. Set the mission time to midnight. The HMMVW will be created with headlights on. Order everyone but the gunner to get out. Get in the HMMVW and turn off the lights. Get out of the HMMVW and the lights will automatically turn back on. If you repeat this test after asking the gunner to get out as well, the lights will stay off. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET) | ||
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Revision as of 02:43, 11 January 2007
Introduction
Help BI keep track of important bugs by contributing to this list! Before you begin editing, read over the How To Report section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.
If you have a more detailed bug report that requires more room then makes sense for the Biki then go to the BIS Forum and find the current bug thread and post it there.
There is a wishlist for making suggestions to improve Armed Assault, please use this list for those suggestions
You should only post bugs about the current version
Current ArmA version is: [1.02]
Current Dedicated server version is: [1.02]
You can find information about the 1.02 patch here
The old bug list can be found here Armed_Assault:_Bugs_List-version-1.01.5094.
How to Report
Submitting bugs in a usable format is essential. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be removed or ignored.
1. Post in the appropriate section.
2. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
3. Add your bug using the template Bug priority with priority 0 add the end of the appropriate section. Authorized people will alter the priority of your bug.
The source code of a new bug with the template Bug priority should look like that:
{{Bug priority|0| YOUR TEXT HERE -~~~ }}
Here are a couple of decent examples of usable information.
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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.
General Issues
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AI Issues
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Audio Issues
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Collision Issues
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Control Issues
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Editing & Scripting
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Island & Object Issues
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Mission Issues
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Multi Player Issues
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Dedicated Server Issues
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Performance Issues
Physics Issues
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Units/Vehicles
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Visual Issues
This being the visual issues section, reporting any bug in this section should contain a screen shot of the reported bug.
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Weapons
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