Bug List – ArmA: Armed Assault Talk
Installation issues
- I don't really know where to put this,people with the German version on a Win XP64 system have the sara.pbo missing after patching v1.02
- Temp fix 1:
Rightclick the file, then Run as... select the administrator account in the bottom and type in the correct password. Then hit Enter
- Temp fix 2:
If you have a software life Virtual PC or VM Ware or a second PC with a 32 bit OS installed...Install Arma on it, patch it, put the whole Arma folder on an external storage device or a DVD or whatever an copy it over the original Arma folder on your 64-bit OS PC. --SniperAndy
Subsonic (Silenced) Ammunition
Currently, silenced ammo, that is presumed to be subsonic, generates supersonic cracks. Maybe it's a bug, maybe it's a engine limitation. I suggest adding a wish list entry for config boolean isSupersonic, or something like that. Opinions? --Sniperwolf572 22:43, 15 December 2006 (CET)
- Add it to the audio bugs list, and possibly your wish to the wishlist. then clean this up. :) hoz
- Supersonic crack is generated only when ammo is moving at supersonic speed. There is no need for any flag. Some silenced weapons really do fire supersonic rounds. Which weapon / ammo do you think the behaviour is currently wrong? --Suma 13:05, 18 December 2006 (CET)
- I've looked trough the config, and noticed that you can assign different sounds to cracks too, so my wish is already there. Since we have two types of ammo for the M4, and weapon sounds are assigned to weapons now instead of ROF and magazines, SD ammo would be a logical choice to have subsonic ammo for M4. SD ammo for M4 currently generates cracks. I also believe that MP5SD6 uses subsonic ammo (currently generates supersonic crack), and there are also two magazine types for it (MP5 mags are not "named", small bug which I will submit), so I'm assuming one is SD, and could be made subsonic. I'm not sure about other weapons, but, since weapons now determine sounds and not magazines, I would suggest making all magazines that have their SD variant subsonic. And we can still use the non SD variants as non-subsonic ammo. --Sniperwolf572 14:54, 18 December 2006 (CET)
- To make clear my point - if a config-side fix it is much cleaner to really make the ammo speed subsonic than to disable supersonic crack for ammo to pretend it is subsonic. --Suma 14:59, 18 December 2006 (CET)
- Yes, I understand what you were saying, I was just another making a counter-point to my wish. ;) Ammo speed is indeed a cleaner fix. Hence, I suggest making all ammo that has SD counterpart subsonic. For example, 30Rnd_556x45_StanagSD (B_556x45_SD) to be subsonic, but 30Rnd_556x45_Stanag (B_556x45_Ball) supersonic. --Sniperwolf572 15:14, 18 December 2006 (CET)
Tracked vehicles turning on the spot
Does anyone else have a feeling they are turning too fast on the spot, while not moving? Only tracked vehicles that feels right is M1A1, others just feel too fast, especially T72. --Sniperwolf572 14:14, 16 December 2006 (CET)
- More for the BIForums discussion. Please tidy it up. hoz
Items to be Removed
- No MP network connection after upgrade to 1.02 1.01 was (and is) fine. [1.02]
Link to Forum Post. - Iron Eddie - update your firewall settings --SniperAndy
- When swimming a long distance weapons fall off, except pistol happens with squads too [1.0.1. CZ] - MISTA
- Not a bug, but a feature. --Sniperwolf572 18:29, 16 December 2006 (CET)
- AI can see trough the smoke generated by smoke grenades. Doesn't matter if AI has any prior knowledge of player or other unit behind the smoke. [1.02] -Sniperwolf572
- Not a bug but something BIS commented on in the past. It's a performance issue and same as in OFP. Solution would be creating a addon that spawns a invisible object witz a view geo --SniperAndy
- Nearly every helicopter is able to do loops. Its a urbane legend that only "some" helicopters can performan them. But it is very material intense and very dangerous (the helicopter can "fall" in its own rotor system...). Even a CH-53 can do loopings. http://www.youtube.com/watch?v=VC2E8RJE3Jo [KSK-D]Arbaal 10:31, 16 December 2006 (CET)
- Not a bug but a replay regarding choppers being able to do loops now. --SniperAndy
Confirming performance drop with v1.02 compared to v1.01 here! v1.02 seems to relinquish some more "task priority" to windows than v1.01 (f.e notepad performance in parallel task on my system is MUCH better now than in 1.01). However I'd like to have the power back in ArmA rather than in Notepad though :-\cant longer confirm for my system; made a fresh install&patch and looks even better performaing than 1.01. [v1.02] - wiper 17.Dec.06, 00:20 CET
- "striked" by user --SniperAndy
- Missing punch animation. Not a big deal to most, but it is to me!! [1.02] Zombie Mod
- Then add to the wish list. hoz
- No firing sound and firing visuals (muzzleflash, tracer) with MP5 in Multiplayer as spectator.
- Not signed. More information would be good like (what does the reporter mean as spectator? As a seagul, using keygetys spectate script?) hoz
Placing Unit-Empty-Sounds-Music produces error message "Cannot Load Texture - ca\data\data\vlajka.paa --Taggart
- Already reported, no need to include it in the talk page. hoz
Defining Priority
How does one define a priority? Perhaps too many priorities.
Priority 1
- Any issue that causes a CTD (crash to desktop)
- Any issue that causes the game from loading.
Priority 2
- Any issue that prevents installation of a patch
- Any issue that prohibits game play as per design
Priority 3
- Annoying behavior, such as Repeated voice command.
Priority 4
Priority 5
- Graphic Nuisances
Please help to add to this list. hoz