Bug List – ArmA: Armed Assault

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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]]
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|3|
AI units are unable to see you through wire and wirefence. It will not open fire. [http://img235.imageshack.us/img235/3869/barbwirebugxy0.jpg screenshot] ''[1.02]'' - [[User:Snowball|Snowball]]
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{{Bug priority|4|
{{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]]
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|
{{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)
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|0|
{{Bug priority|0|
AI units are unable to see you through wire and wirefence. It will not open fire. [http://img235.imageshack.us/img235/3869/barbwirebugxy0.jpg screenshot] ''[1.02]'' - [[User:Snowball|Snowball]]
AI pilots in helicopters that are flying to a waypoint are moving the nose of the helicopter up and down continuously to hold speed and roll from side to side arround the target. They should have a range of speed and a range of degrees to fly at, so that this continuously correction of course and speed isnt needed. Other solution would be an approximation-method. To try out, place an AI helicopter in the editor, get in as a player and order the AI to fly somewhere far away. ''[1.02]'' - [[User:Snowball|Snowball]]
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{{Bug priority|0|
{{Bug priority|0|
AI pilots in helicopters that are flying to a waypoint are moving the nose of the helicopter up and down continuously to hold speed and roll from side to side arround the target. They should have a range of speed and a range of degrees to fly at, so that this continuously correction of course and speed isnt needed. Other solution would be an approximation-method. To try out, place an AI helicopter in the editor, get in as a player and order the AI to fly somewhere far away. ''[1.02]'' - [[User:Snowball|Snowball]]
Formation is stuck to only wedge during DoMove and MoveTo commands given to ai group leaders with all other ai units in group using doFollow group leader, regardless of previous or new formation settings. This is severely problematic for scripting in sending ai groups to various places within towns, as currently using wedge formation will likely gaurantee at least one or more group unit will get stuck somewhere, unlike the usage of "COLUMN" formation which allows much more reliable passage within areas that can be difficult for ai groups to navigate. Using column formation (and stag column) have been tested to be considerably more reliable for ai pathing thru even the worst areas in large cities in comparison to wedge.Have no way to send a test mission, but a simple test would be to merely path a group thru editor from outside bagango into the city center with the waypoint placed on a relatively open spot, do this with colum, then do this with wedge, results are pretty conclusive. The issue with DoMove and moveTo only allowing wedge formation are also simple to test, they will always hold formation wedge while these commands are given to group leaders along with all other units in the group set to doFollow group leader.This may be a 'default' formation for these commands usages, but considering the many problems with ai navigating thru Armas very complex towns and cities, allowing formations to be set during DoMove and MoveTo would make a huge difference.[v1.02] -[[User:Special Ed|Special Ed]]
:Bug or lack of feature? --[[User:Plaintiff1|Plaintiff1]] 21:12, 19 January 2007 (CET)
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{{Bug priority|0|
Formation is stuck to only wedge during DoMove and MoveTo commands given to ai group leaders with all other ai units in group using doFollow group leader, regardless of previous or new formation settings. This is severely problematic for scripting in sending ai groups to various places within towns, as currently using wedge formation will likely gaurantee at least one or more group unit will get stuck somewhere, unlike the usage of "COLUMN" formation which allows much more reliable passage within areas that can be difficult for ai groups to navigate. Using column formation (and stag column) have been tested to be considerably more reliable for ai pathing thru even the worst areas in large cities in comparison to wedge.Have no way to send a test mission, but a simple test would be to merely path a group thru editor from outside bagango into the city center with the waypoint placed on a relatively open spot, do this with colum, then do this with wedge, results are pretty conclusive. The issue with DoMove and moveTo only allowing wedge formation are also simple to test, they will always hold formation wedge while these commands are given to group leaders along with all other units in the group set to doFollow group leader.This may be a 'default' formation for these commands usages, but considering the many problems with ai navigating thru Armas very complex towns and cities, allowing formations to be set during DoMove and MoveTo would make a huge difference.[v1.02] -[[User:Special Ed|Special Ed]]}}


==Audio Issues==
==Audio Issues==

Revision as of 21:12, 19 January 2007

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

Introduction

Help BI keep track of important bugs by contributing to this list! Before you begin editing, read over the How To Report section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.

If you have a more detailed bug report that requires more room then makes sense for the Biki then go to the BIS Forum and find the current bug thread and post it there.

There is a wishlist for making suggestions to improve Armed Assault, please use this list for those suggestions

You should only post bugs about the current version

Current ArmA version is: [1.02]

Current Dedicated server version is: [1.02]

You can find information about the 1.02 patch here

The old bug list can be found here Armed_Assault:_Bugs_List-version-1.01.5094.

How to Report

Submitting bugs in a usable format is essential. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be removed or ignored.

1. Post in the appropriate section.
2. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
3. Add your bug using the template Bug priority with priority 0 add the end of the appropriate section. Authorized people will alter the priority of your bug.

The source code of a new bug with the template Bug priority should look like that:

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

Here are a couple of decent examples of usable information.

Template:Bug priority Template:Bug priority

Reproduction missions can be very helpful for complex problems, when possible provide a link to the mission containing only the necessary items to illustrate the bug report.

Bug priorities To make it easier for BI people to see important bugs, we introduced bug priority templates. Add new bugs with priority 0. BigDawgKS, Plaintiff1, the BI staff, and the wiki sysops will set priorities to values higher than 0.

General Issues

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AI Issues

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Audio Issues

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Collision Issues

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Control Issues

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Infinate Sprint. If you hold shift to sprint you run out of breath and run normally,however,if you hold right or left with forward and the sprint key,you sprint faster than the normal forward sprint,and forever.- [[User:dan9of9|] ArmA 1.02 patch (and ofp for the record :/

Editing & Scripting

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Island & Object Issues

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Mission Issues

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Multi Player Issues

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Dedicated Server Issues

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Performance Issues

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Physics Issues

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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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