Bug List – ArmA: Armed Assault
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{{Bug priority|3| | {{Bug priority|3| | ||
AI waypoint/pathfinding is particularly problematic in the docks area. AI will systematically fail to enter specific dock "building positions" because tower and fences are placed too close. AI will refuse to go from one building position to another. AI will enter some boats placed the docks, but not others. (Used to be problematic zone in OFP as well) [http://img297.imageshack.us/img297/6343/armathedockstroubleaf9.jpg Screenshot with fence and tower blocking AI pathfinding indicated in red] -[[User:Redface|Redface]] | AI waypoint/pathfinding is particularly problematic in the docks area. AI will systematically fail to enter specific dock "building positions" because tower and fences are placed too close. AI will refuse to go from one building position to another. AI will enter some boats placed the docks, but not others. (Used to be problematic zone in OFP as well) [http://img297.imageshack.us/img297/6343/armathedockstroubleaf9.jpg Screenshot with fence and tower blocking AI pathfinding indicated in red] -[[User:Redface|Redface]] | ||
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{{Bug priority|3| | |||
Ai attacks tank crew if it's turned out. But for example driver in t72 has no turn out stance - thus even after commander and gunner is killed bots are just wasting ammo trying to shoot driver through the armor...[v1.02] - [[User:bdfy|bdfy]] | |||
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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|4| | |||
AI don't follow over/down steep slopes (where the player can) and just stand around. [v1.02 german] -[[User:Fizgig de|Fizgig de]] | |||
:It was the same in OFP :/ --[[User:Plaintiff1|Plaintiff1]] 09:15, 9 February 2007 (CET) | |||
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::Appears as tho Ofp has same settings for these scripted move commands, basically any type of scripted move command that does not add a waypoint to the plan will lock in wedge formation. So ya, its a lack of feature, but a lack of feature that should be there because of a lack of ai pathing in town areas. Like I said, take a large city as worse example, and path a group thru it (paraiso) using wedge, then use column. Guess what im saying is as long as the problems remain the same with ai pathing, mission makers will get units stuck in towns when trying to script in move orders thru them, unless we can at least set the formation, which makes a big difference. Id think something as simple as allowing formation settings in scripted move commands which would make a considerable difference in reducing the chance of units getting stuck in towns is certainly worth posting considering the significant issues with ai pathing in Armas towns and cities.-[[User:Special Ed|Special Ed]] | ::Appears as tho Ofp has same settings for these scripted move commands, basically any type of scripted move command that does not add a waypoint to the plan will lock in wedge formation. So ya, its a lack of feature, but a lack of feature that should be there because of a lack of ai pathing in town areas. Like I said, take a large city as worse example, and path a group thru it (paraiso) using wedge, then use column. Guess what im saying is as long as the problems remain the same with ai pathing, mission makers will get units stuck in towns when trying to script in move orders thru them, unless we can at least set the formation, which makes a big difference. Id think something as simple as allowing formation settings in scripted move commands which would make a considerable difference in reducing the chance of units getting stuck in towns is certainly worth posting considering the significant issues with ai pathing in Armas towns and cities.-[[User:Special Ed|Special Ed]] | ||
:We'll leave it as a bug, mark it as low priority.[[User:Hoz|hoz]] | :We'll leave it as a bug, mark it as low priority.[[User:Hoz|hoz]] | ||
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::I guess AI units have to be as smart as player (at least close to:)). Player uses tank to smash infantry - ai no. But there're some collisions problems i describe in physics sections. May be this physics problems are the reasons for such a "feature" ? --[[User:bdfy|bdfy]] | ::I guess AI units have to be as smart as player (at least close to:)). Player uses tank to smash infantry - ai no. But there're some collisions problems i describe in physics sections. May be this physics problems are the reasons for such a "feature" ? --[[User:bdfy|bdfy]] | ||
:::I don't think that real crews of these vehicles use them as battering rams. The risk of high centring them or getting stuff jammed in their tracks would be too great. I don't think this behaviour is unrealistic and I certainly don't think it's a bug. --[[User:Plaintiff1|Plaintiff1]] 09:08, 9 February 2007 (CET) | :::I don't think that real crews of these vehicles use them as battering rams. The risk of high centring them or getting stuff jammed in their tracks would be too great. I don't think this behaviour is unrealistic and I certainly don't think it's a bug. --[[User:Plaintiff1|Plaintiff1]] 09:08, 9 February 2007 (CET) | ||
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Revision as of 09:15, 9 February 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.
If you are unsure whether something actually is a bug, or perhaps just misleading documentation, or whether it is supposed to behave in this particular way, post your report in the Bug or Feature? list.
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.
How to mark bug fixed
To mark your bug fixed, edit the page and replace the priority number with an x. This will strike out the bug as fixed.
{{Bug priority|x| 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]}}
General Issues
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AI Issues
Audio Issues
Collision Issues
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Control Issues
Editing & Scripting
Island & Object Issues
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Mission Issues
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Multi Player Issues
Dedicated Server Issues
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Units/Vehicles
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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