Bug or Feature – ArmA: Armed Assault

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:Does not seem true to me. It counts all enemy units in the list. It depends on how do you get the list, though.--[[User:Suma|Suma]] 13:04, 31 January 2007 (CET)
:Does not seem true to me. It counts all enemy units in the list. It depends on how do you get the list, though.--[[User:Suma|Suma]] 13:04, 31 January 2007 (CET)
::I've started a discussion regarding this on the [[Talk:countEnemy|countEnemy talk page]]. Perhaps we can figure it out there. --[[User:Kronzky|Kronzky]] 16:34, 31 January 2007 (CET)
::I've started a discussion regarding this on the [[Talk:countEnemy|countEnemy talk page]]. Perhaps we can figure it out there. --[[User:Kronzky|Kronzky]] 16:34, 31 January 2007 (CET)
* Variables introduced inside of control structures are lost after exiting that structure (i.e. <tt>if (alive player) then {_living=true};</tt> would return an undefined variable <tt>_living</tt> after the test. If the variable has been introduced ''before'' the test though, the new, updated value ''will'' be available after exiting the control structure. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET)
:Feature, and even a documente one, you can use private do declare explicitly when needed. --[[User:Suma|Suma]] 13:04, 31 January 2007 (CET)
::Well... if you're referring to the [[Variables#Scope|Scope]] paragraph in the Variables article, ''*I*'' wrote that, so others wouldn't fall into the same trap as I did several times. But I wasn't quite sure whether this was an ''intended'' behaviour. Especially now, with the nice control structures, it will be very easy to get bitten by this, so perhaps I'll put a bit more emphasis into the documentation describing this. --[[User:Kronzky|Kronzky]] 16:34, 31 January 2007 (CET)
::: He means the command [[private]]. Try <code>private ["_living"]; if (alive player) then {_living=true}; hint str _living</code> for example. [[breakOut]] and [[breakTo]] are interesting for scope, too. --[[User:Raedor|raedor]] 22:24, 31 January 2007 (CET)
* [[setFriend]] will not make ''anybody'' an enemy, even if the value is set to zero. [1.02] --[[User:Kronzky|Kronzky]] 20:57, 16 January 2007 (CET)
* [[setFriend]] will not make ''anybody'' an enemy, even if the value is set to zero. [1.02] --[[User:Kronzky|Kronzky]] 20:57, 16 January 2007 (CET)
* [[surfaceType]] will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --[[User:Kronzky|Kronzky]] 04:26, 31 January 2007 (CET)
* [[surfaceType]] will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --[[User:Kronzky|Kronzky]] 04:26, 31 January 2007 (CET)

Revision as of 17:13, 8 February 2007

Bug of Feature?

Introduction

At times it might not be quite clear whether certain features or behaviours are bugs, planned features, engine limitations, or just false expectations due to confusing documention.

For those cases, this list has been created.

If you come across features where one of the above criteria might apply, put it here first, and then, once it has been determined to be a true bug, it will then be moved to the official bug list.


General Issues

AI Issues

Audio Issues

Collision Issues

Control Issues

Editing & Scripting

  • exit doesn't terminate an SQF script. [1.02] --Kronzky 00:17, 16 January 2007 (CET)
  • countEnemy only counts units that are already known to the inquiring unit. [1.02] --Kronzky 00:17, 16 January 2007 (CET)
Does not seem true to me. It counts all enemy units in the list. It depends on how do you get the list, though.--Suma 13:04, 31 January 2007 (CET)
I've started a discussion regarding this on the countEnemy talk page. Perhaps we can figure it out there. --Kronzky 16:34, 31 January 2007 (CET)
  • setFriend will not make anybody an enemy, even if the value is set to zero. [1.02] --Kronzky 20:57, 16 January 2007 (CET)
  • surfaceType will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --Kronzky 04:26, 31 January 2007 (CET)

Island & Object Issues

Mission Issues

Multi Player Issues

Dedicated Server Issues

Performance Issues

Physics Issues

Units/Vehicles

Visual Issues

Weapons