Bug List – ArmA: Armed Assault Talk
Introduction
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Defining Priority
How does one define a priority?
Priority 1
- Any issue that causes a CTD (crash to desktop) during a normal gameplay. CTD using mission or content creation are not considered priority 1, esp. when caused by scripting and it is possible to avoid the CTD by not using the construct triggering it.
- Any issue that prevents the game from loading.
- Any issue that prevents installation of a patch
- Any issue that decreases performance significantly, up to the point of making the game unplayable. (especially if this was working better in previous ver)
Priority 2
- Issues that prevent MP game play
- Any other issue that causes a CTD, including mission scripting.
- Any issue that prohibits game play as per design
- Issue that prevent the operation of a vehicle/unit/object as designed. (can't get in vehicle, helicopter moves incorrectly)
- Issues that allow cheating. (example: sniper sites allows a person to see through walls)
- Significant performance issues (low fps in situation where decent fps would be expected)
Priority 3
- Annoying behavior, such as Repeated voice command.
- Sounds that aren't working as they were designed.
- Collisions in models which affect game play. (such as doors which prevent entry, invisible wall)
- AI not doing as they should/designed. (stuck, not running for cover, etc)
- Mission issues that prevent the completion or playability.
- Scripting commands that do not work as intended and/or at all
Priority 4
- Any issue that causes an in game error (missing paa, missing name)
- Graphical Nuisances (missing textures)
- Annoying collision issues.
Priority 5
- Missing sounds which maybe were never intended.
- Spelling errors
- Minor mission issues that don't affect the game play
Talk about the Priorities
Questionable Bugs
I've noticed that some users are reporting bugs using old builds. There are a lot of obsolete bugs on the bugs list in terms of the latest demo builds. I've flagged them. Do you think we should whipe them out now or wait for an official patch? --Plaintiff1 00:17, 14 January 2007 (CET)
Older Entries
- No way to control parachute. It seems randon. This is a feature that's been available in BF for years ! :--Major Latency
- Then make a wish in the wishlist. hoz
- Night vision is apparently unusable on certain system settings. The HDR effect gets overbright and all you see is green light. My graphics card is GF6600GT with the newest drivers. Here is a picture [v1.02] --Celery
- Does it stay like this? It takes some time to accomodate to the bright image Scruffy 22:37, 5 January 2007 (CET)
- Removed, I think this is by design, it takes time for the NV to adjust. hoz
- AI can enter bases which are surrounded with walls/fences through walls/fences. They don't look for an entrance or a hole.
- No location given not signed, useless. hoz
- When you crouch with a riffle and apply turbo forward you remain crouched and unable to sprint forwards. However when you use a pistol you are able to use turbo forwards from a crouched postion and return to crouch at the end of your run.
From a crouched position and riffle in hand you should be able to Turbo forward then crouch again at the end of your run -TheOne
- Not a bug as per design, as mentioned by marek in the Demo TS thread. hoz
- Mission will start automatically after certain time when all players are in briefing screen. This should be changed to all players greened up or admin mission kick off. The current auto start does not allow for a proper weapons selection or mission planing. Sometimes people just end up without any weapons in the scenario. --SniperAndy
- More of a wish then a bug. I think this is by design to keep the games moving, annoying as it is.hoz
- Should there be a different explosion effect when tanks fire into the ocean/water -NipWup
- Wish/request hoz
- This might also be a design decision, as if wood stacks get unbalanced and collapse. --Sniperwolf572 17:27, 18 December 2006 (CET)
- eg: on island Suthern Sahrani get AI to drive tank from grid reference Gd,56 to Ff49 (on the road) at around Grid Ga,53 and Gb,54 AI has trouble keeping to the road, or try's to find away around by going up the hill. I found that AI has problems navagating near steep land formations. Sometimes AI will plot a corse strait up the hill from grid Gd,56. [Demo 1.03] -NipWup
- I beleive if the combat mode is set to careless you might see this behavoir. Try a very basic mission and change the combat modes. hoz
- When player is driver he cannot reveal and mark targets for the gunner.
Driver cannot switch vehicles lights on and off without (needs a permission from gunner) [Ger v1.02] -- Miki
- Driver is not commander, in M113 gunner is commander and therefore gunner issues lights on/off, targets. hoz
- After picking some grenades, I have to push "F" twice to go through "HandGrenade" weapon - Lou Montana ArmA Demo 5116
- Picking up 2 different kinds of grenades is likely whats happening here. hoz
- I thought it was that first, but it happened to me to press up to four times "F" to go through. Maybe it's "picking 2 nades, throwing 1, picking 2, throwing 1, etc", adding 1 "step" each time... - Lou Montana
- Switching view from inside to outside of a jeep will autocenter when leaving view (by the way, the center view of HMMWV is too high :) - Lou Montana ArmA Demo 5116
- By design. hoz
- Wrecks of Trucks and Cars (for instance "UralWreck") doesnt fall down if you place them in the air. Do they have a physics at all ? Screenshot [1.02] - Snowball
- As per design, the wreck is in Class strategic like a house, physic's don't apply. hoz
- This behaviour was also the case in OFP, nothing new here. Planck 01:27, 25 January 2007 (CET)
- Binoculars are always put away (changing to weapon) when player changes stance from standing to crouch... very annoying! I suggest that binoculars should work in the same way like scoped weapons do; choose binoculars with "b" or through action menu and watch through them with the right mouse button. they should stay in hands while moving unzoomed [1.02 german] --TheVoodoo
- Bug or strange design decision? It was like this in ofp, for what it's worth. --Plaintiff1 23:25, 18 January 2007 (CET)
- Hello, I have a X1400 Mobility Radeon graphic card 128 Mo and sound and screen freezes after 30min of game.
- Unfortunately, we need much more information than this if we are going to keep this bug, so please consider revisiting it. --Plaintiff1 20:58, 19 January 2007 (CET)
- Hit the BIforums for help, or submit more useful details. BI Forums are the best bet though.hoz
- Russian units use english environment speech. You hear infantry commands in english language when close to them, and you hear 'out of fuel' and 'out of ammo' when in the proximity of russian vehicles [1.02] -Desertfox
- The Opfor in Armed Assault are not Russians. Infact, according to the story line, most of the population in sahrani are multilingual because of the small size of sahrani. --RyanKaplan
- A possible solution could be the use of different accents for people from North Sahrani, South Sahrani, and Americans. Then the player could use accoustic information to tell friend from foe and the story line would not be broken. Suitable accents for locals would be Spanish and Portuguese because the place names mostly seem to be taken from these languages. --Alpha-kilo 09:55, 4 January 2007 (CET)
- Sounds like a sensible solution to a non-existant problem. --Plaintiff1 08:22, 12 January 2007 (CET)
- This is clearly not a bug. I'm going to remove it soon unless there's some objection. --Plaintiff1 09:22, 22 January 2007 (CET)
- This bug has been removed --Plaintiff1 04:44, 25 January 2007 (CET)
- Sounds like a sensible solution to a non-existant problem. --Plaintiff1 08:22, 12 January 2007 (CET)
- A possible solution could be the use of different accents for people from North Sahrani, South Sahrani, and Americans. Then the player could use accoustic information to tell friend from foe and the story line would not be broken. Suitable accents for locals would be Spanish and Portuguese because the place names mostly seem to be taken from these languages. --Alpha-kilo 09:55, 4 January 2007 (CET)
- Some sounds are overriden by others eg: when gunner in humve and you can year a distant vehicle driving, the driving vehicle's sound is muted for the piriod of time you openfire*, this might be associated to the hardware acceleration issue where eg: you can hear a chopper starting up from the otherside of the island, *firing the gun might just be muting the bug.
(ver 1.3.0.5110) on a X-fi elite pro (driver ver 1.01.14) -NipWup
- I believe this is a feature of the HDR sound engine. --Plaintiff1
- I respect your input, but i really dont think so. Most games with high sound quality settings enabled allow for the most possible number of sounds to be played at one time, this adds to sound detail which makes games sound good.
- When a loud sound plays you can't hear the quiet ones. There's not many sounds louder than a gun going off in your face. This is a feature that acts exactly as BIS described it. Whether or not you like it is your issue. --Plaintiff1
- does BIS describe that sounds are muted when louder sounds are played as a feature ? im sorry that ive missed this, can you provide me with a link where they list the sound features. and where did you get the impression that i dislike this ? ive said in my original report that this might be muting a different bug. im reporting somthing that I think might be a possible bug or fix other bugs, im not here to debate with you about a game feature. let the bis crew decide whether this is a bug or feature. -NipWup
- I found Maruk's original post as well as several other mentions in other forums through the simple magic known as google. I have also been able to find mentions of it on the simhq reviews and forums, but their site is down for maintenance at the time of this writing. Moreover, this technology was already implimented in OFP:Elite. So yes, you did miss it; and no, it's not a bug. BIS has already explicitly stated its nature as a feature. Consider removing it? Thanks. --Plaintiff1 05:10, 11 January 2007 (CET)
- This bug has been removed --Plaintiff1 04:44, 25 January 2007 (CET)
- does BIS describe that sounds are muted when louder sounds are played as a feature ? im sorry that ive missed this, can you provide me with a link where they list the sound features. and where did you get the impression that i dislike this ? ive said in my original report that this might be muting a different bug. im reporting somthing that I think might be a possible bug or fix other bugs, im not here to debate with you about a game feature. let the bis crew decide whether this is a bug or feature. -NipWup
- When a loud sound plays you can't hear the quiet ones. There's not many sounds louder than a gun going off in your face. This is a feature that acts exactly as BIS described it. Whether or not you like it is your issue. --Plaintiff1
- I respect your input, but i really dont think so. Most games with high sound quality settings enabled allow for the most possible number of sounds to be played at one time, this adds to sound detail which makes games sound good.
- AI gunners in armoured vehicles or artillery cannons are too smart. They can move a turret, aim and kill you with a sniper's precision in a less than 1 sec when they spot you... [v1.02.5103 Polish] -BezylatoR
- Is this a bug? --Plaintiff1 04:51, 25 January 2007 (CET)
- Removed from list --Plaintiff1 01:46, 31 January 2007 (CET)
Newer Entries
- Repair Vehicle Bug : When repairing a damaged vehicle at a repair-vehicle only a percentage of the damage is repaired. This is problematic for damage values beneath 0.1. The damage-value never reaches 0 [v1.02] -lwlooz
- Is this intended functionality? If an answer isn't possible, or it isn't intended, I will assign this as a priority 4, same as the helicopter reload bug. --Plaintiff1 02:54, 1 February 2007 (CET)