Bug List – ArmA: Armed Assault
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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 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|3| | |||
AI soldier can't fire when crouching behind the sandbags...[v1.02.5103 Polish] -[[User:BezylatoR|BezylatoR]] | |||
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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| | {{Bug priority|5| | ||
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]] | 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) | :Bug or lack of feature? --[[User:Plaintiff1|Plaintiff1]] 21:12, 19 January 2007 (CET) | ||
::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]] | |||
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Revision as of 03:12, 22 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
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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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General Issues
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