Bug List – ArmA: Armed Assault

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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]]
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]]
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{{Bug priority|2|
{{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]]
Strykers have difficulty crossing bridges. This problem may occur with other units, but definitely with the Stryker. [v1.02] - [[User:Zombie Mod|Zombie Mod]]
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:: It looks like the Strykers get stuck in the bridge or in invisible "mud". Sometimes it can be pushed a little with other vehicles, sometimes it crawls slowly ahead by itself. - [[User:Weasel75|Weasel75]] 19:51, 29 December 2006 (CET)
:: It looks like the Strykers get stuck in the bridge or in invisible "mud". Sometimes it can be pushed a little with other vehicles, sometimes it crawls slowly ahead by itself. - [[User:Weasel75|Weasel75]] 19:51, 29 December 2006 (CET)
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{{Bug priority|2|
{{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
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
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{{Bug priority|2|
{{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]]
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]]
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{{Bug priority|2|
{{Bug priority|2|
AI automatically knows where you are if one of their group hits one of your mines. German, 1.02<br>
AI automatically knows where you are if one of their group hits one of your mines. German, 1.02<br>
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I agree this happens on the simplest of missions. I tried it - took all of 2 minutes to test. Why the debate about this? Sysops this is not OPF 2001 - then again perhaps it is just a facelifted dx9 version. Too many similar bugs for it to be coincidence. [[User:Major Latency|Major Latency]]
I agree this happens on the simplest of missions. I tried it - took all of 2 minutes to test. Why the debate about this? Sysops this is not OPF 2001 - then again perhaps it is just a facelifted dx9 version. Too many similar bugs for it to be coincidence. [[User:Major Latency|Major Latency]]
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{{Bug priority|3|
{{Bug priority|3|
AI can sometimes pass though low walls, seen in campain mode [v1.02] - [[User:bt_1900|bt_1900]]
AI can sometimes pass though low walls, seen in campain mode [v1.02] - [[User:bt_1900|bt_1900]]
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{{Bug priority|3|
{{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
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
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:::Have seen routing issues as well, although not just limited to farmhouse areas, but more specifically considerable issues with groups moving through large cities, in some cases group could not move 100 meters without getting stuck due to group units scattered about stuck in fenced areas or stuck from moving into buildings while trying to maintain formation. Have even seen units move  into rooms in buildings that they could not get out of while attempting to maintain formation. Have also seen a unit while trying to maintain formation move into a room of large apartment building that had door shut, and then being stuck in there. [v1.02] -[[User:Special Ed|Special Ed]]
:::Have seen routing issues as well, although not just limited to farmhouse areas, but more specifically considerable issues with groups moving through large cities, in some cases group could not move 100 meters without getting stuck due to group units scattered about stuck in fenced areas or stuck from moving into buildings while trying to maintain formation. Have even seen units move  into rooms in buildings that they could not get out of while attempting to maintain formation. Have also seen a unit while trying to maintain formation move into a room of large apartment building that had door shut, and then being stuck in there. [v1.02] -[[User:Special Ed|Special Ed]]
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{{Bug priority|3|
{{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
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
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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]]
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]]
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{{Bug priority|3|
{{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]]
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]]
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{{Bug priority|3|
{{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]]
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]]
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{{Bug priority|3|
{{Bug priority|3|
The Harrier will not fire at anything (completely useless).[v1.02 czech]--[[User:chris3270|chris3270]]
The Harrier will not fire at anything (completely useless).[v1.02 czech]--[[User:chris3270|chris3270]]
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{{Bug priority|3|
{{Bug priority|3|
AI with rocket launcher shoots all his rockets towards a vehicle. When he destroy a vehicle, he reloads and shoot towards it again. -[[User:Pavka|Pavka]]
AI with rocket launcher shoots all his rockets towards a vehicle. When he destroy a vehicle, he reloads and shoot towards it again. -[[User:Pavka|Pavka]]
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{{Bug priority|3|
{{Bug priority|3|
cease fire command, it is good the ai automatically overides the order and open fires on enemy that has descoverd them, but at a distance where there is no threat ai spots a target starts firing at it, then you order a cease fire, it will last 2 seconds and then they will open fire again very anoying when trying to be stealthy armademo ver 1.3.0.5110 -[[User:NipWup|NipWup]]
cease fire command, it is good the ai automatically overides the order and open fires on enemy that has descoverd them, but at a distance where there is no threat ai spots a target starts firing at it, then you order a cease fire, it will last 2 seconds and then they will open fire again very anoying when trying to be stealthy armademo ver 1.3.0.5110 -[[User:NipWup|NipWup]]
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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]]
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|
{{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]]
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|
{{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]]
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|
{{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]]
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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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]]
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]]
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{{Bug priority|4|
{{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]]
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]]
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{{Bug priority|4|
{{Bug priority|4|
AI targets soldiers with rpg's [v1.02] - [[User:bt_1900|bt_1900]]
AI targets soldiers with rpg's [v1.02] - [[User:bt_1900|bt_1900]]
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::: Even more funny - you walk into the field of view and AI (AK selected) actually switches to RPG just to fire at you (you <nowiki>=</nowiki> single soldier)    [[User:Weasel75|Weasel75]] 08:30, 28 December 2006 (CET)
::: Even more funny - you walk into the field of view and AI (AK selected) actually switches to RPG just to fire at you (you <nowiki>=</nowiki> single soldier)    [[User:Weasel75|Weasel75]] 08:30, 28 December 2006 (CET)
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{{Bug priority|4|
{{Bug priority|4|
AI can see through thick grass. The player cannot. [v1.02 German] [[Hotpot]]
AI can see through thick grass. The player cannot. [v1.02 German] [[Hotpot]]
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{{Bug priority|4|
{{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]]
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]]
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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)
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)
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{{Bug priority|4|
{{Bug priority|4|
Once AI becomes aware of you, all AI-units "track" you, even when obscured. Can be tested easily with editor-setup. Just fire at some AI-unit and walk around some houses/walls. Many times when you enter the LOS (Line of sight), AI already is pointing at you or your general direction. Sometimes you can actually see some AI-units turn towards you, despite the fact that you were in their back - read: not visible!
Once AI becomes aware of you, all AI-units "track" you, even when obscured. Can be tested easily with editor-setup. Just fire at some AI-unit and walk around some houses/walls. Many times when you enter the LOS (Line of sight), AI already is pointing at you or your general direction. Sometimes you can actually see some AI-units turn towards you, despite the fact that you were in their back - read: not visible!
The same is true for going prone - AI goes down, the moment you look at them - but they actually do not see you! [[User:Weasel75|Weasel75]] 07:14, 28 December 2006 (CET)
The same is true for going prone - AI goes down, the moment you look at them - but they actually do not see you! [[User:Weasel75|Weasel75]] 07:14, 28 December 2006 (CET)
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{{Bug priority|4|
{{Bug priority|4|
AI seems to almost always know exactly where the "fire" is comming from - that is true even for silenced weapons, single shots and hidden firing soldiers (leaning behind a wall, only the head shows). Perfect vision? [[User:Weasel75|Weasel75]] 08:22, 28 December 2006 (CET)
AI seems to almost always know exactly where the "fire" is comming from - that is true even for silenced weapons, single shots and hidden firing soldiers (leaning behind a wall, only the head shows). Perfect vision? [[User:Weasel75|Weasel75]] 08:22, 28 December 2006 (CET)
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{{Bug priority|4|
{{Bug priority|4|
AI choppers won´t land w/o at least one unit being ordered to get in - unlike in OFP where you could force landings with either 'name land "land"' or setting a load waypoint. [1.02] - [[User:Burns|burns]] 15:58, 29 December 2006 (CET)
AI choppers won´t land w/o at least one unit being ordered to get in - unlike in OFP where you could force landings with either 'name land "land"' or setting a load waypoint. [1.02] - [[User:Burns|burns]] 15:58, 29 December 2006 (CET)
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{{Bug priority|4|
{{Bug priority|4|
Helicopters don't turn their lights on at night but cars do.  Not clear whether this is a bug but it is inconsistent.  Example:  in the mission editor create a player unit, an HMMVW-M2 and a flying MH-6.  Set the mission time to midnight.  The HMMVW will have its lights on, the MH-6 won't. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:54, 30 December 2006 (CET)(CET)
Helicopters don't turn their lights on at night but cars do.  Not clear whether this is a bug but it is inconsistent.  Example:  in the mission editor create a player unit, an HMMVW-M2 and a flying MH-6.  Set the mission time to midnight.  The HMMVW will have its lights on, the MH-6 won't. ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:54, 30 December 2006 (CET)(CET)
: I tried this and MH-6 had its light on but the strange thing was the MH-6 lights were there but the MH-6 was not! MH-6 disappeared and then reappeared a few seconds later!  Very buggy software !! [[User:Major Latency|Major Latency]]  
: I tried this and MH-6 had its light on but the strange thing was the MH-6 lights were there but the MH-6 was not! MH-6 disappeared and then reappeared a few seconds later!  Very buggy software !! [[User:Major Latency|Major Latency]]  
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{{Bug priority|4|
{{Bug priority|4|
ai pathfinding when behaviour set to danger or stelth, (mainly stelth) go AWOL when keeping formation, traversing patchy forrest land, unable to follow correctly through citties and mountain tops armademo ver 1.3.0.5110 -[[User:NipWup|NipWup]]
ai pathfinding when behaviour set to danger or stelth, (mainly stelth) go AWOL when keeping formation, traversing patchy forrest land, unable to follow correctly through citties and mountain tops armademo ver 1.3.0.5110 -[[User:NipWup|NipWup]]
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{{Bug priority|5|
{{Bug priority|5|
Actually related to pathfinding. All units (people) walk in the middle of the street.  
Actually related to pathfinding. All units (people) walk in the middle of the street.  
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Streets are for vehicles, sidewalks for pedestrians. [V1.02][[User:Blanco|Blanco]]
Streets are for vehicles, sidewalks for pedestrians. [V1.02][[User:Blanco|Blanco]]
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{{Bug priority|5|
{{Bug priority|5|
AI pilots and drivers do not have appropriate action lists.  Example: in the mission editor create a player unit and a flying MH-6.  The MH-6 pilot can be ordered to EJECT but not to turn the engine off or to turn the lights on/off. Both of these options are available to a human pilot. The same issue applies to drivers of cars (eg HMMWV-M2) ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET)
AI pilots and drivers do not have appropriate action lists.  Example: in the mission editor create a player unit and a flying MH-6.  The MH-6 pilot can be ordered to EJECT but not to turn the engine off or to turn the lights on/off. Both of these options are available to a human pilot. The same issue applies to drivers of cars (eg HMMWV-M2) ''[1.02]'' -[[User:Sbsmac|Sbsmac]] 14:31, 30 December 2006 (CET)
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{{Bug priority|0|
{{Bug priority|5|
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]]
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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Revision as of 22:19, 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.

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Current ArmA version is: [1.02]

Current Dedicated server version is: [1.02]

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

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

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General 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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