Bug List – ArmA: Armed Assault
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
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.
Here are a couple of decent examples of usable information.
- Grass clumps floating in midair @ GI56, noticeable when going prone only [1.01.5094] - ~~~
- 90% of the time when getting out of a boat the player is placed under the ground. [1.01.5094].check image - ~~~
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.
General Issues
- There is no way to update to 1.02 if you are using an 64bit operationg system. Update programm says "sara.pbo is missing" but you will find the data in your install directory. [1.02] Drullo321
AI Issues
- 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
- 'SetWaypointPosition [pos,rad]' very often lets the unit hang after arriving at the waypoint - especially when inside of buildings. Compared to that 'SetWPPos rad' does a much better and solid job [v1.02] - wiper, 15.Dec.06, 2245 CET
Audio Issues
- Turning off Hardware Acceleration makes the music really quiet. [1.02] -Sniperwolf572
- No sound for "Get In" command, so if you command your soldier number 2 to get in the HMMWV as driver, you will hear "Two, driver, that Humvee." [1.02] -Sniperwolf572
- No sound for "Stay Crouched" command, so if you command your soldier number 2 to stay crouched, all you will hear is "Two, ...". [1.02] -Sniperwolf572
- Some sounds replay if they haven't finished properly or have been interrupted.
- Example: Put yourself in editor, detonate a Satchel Charge, during any part of detonation, pause the game, then unpause it. Detonation sound will replay, no matter at what point did you stop it, it will play again unless you have let it end.
- [1.02] -Sniperwolf572
- First shot always sounds muffled. [1.02] -Sniperwolf572
- sound damping effect for f.e. vehicles passing behind foliage (trees, bushes) should be disabled. In fact there is *some* damping effect by nature but it is not very noticable .. at least not that much. In ArmA a BMP passing a nearby bush sounds like passing a house or other solid object (or is it only on my sound system [audigy2]? - sry if so) [1.02] -wiper 15.Dec.06, 22:30 CET
- No sounds for "Formation wedge & staggered column" commands, you just hear the radio squelch [1.02] burns 01:19, 16 December 2006 (CET)
- Placed as a gunner in a M113 you barely don't hear a flying chopper around you. The sound is there but it is scarcely audible. This may happen in other vehicles too but haven't tested it yet. [1.02] W0lle 03:59, 16 December 2006 (CET)
Collision Issues
- You can walk over (and stand on) fence poles in wine fields pic1 pic2 pi3 [1.02] burns 01:40, 16 December 2006 (CET)
Control Issues
- The two story building with the 4 rooms (e.g. ObjectID 135099 in Modesta): Sometimes it's very difficult to open the doors in the upper story. Especially the left handed door when you turn after the stairs is extremely difficult. I always need 2 or 3 attempts to open it. [1.02] W0lle 04:08, 16 December 2006 (CET)
Editing & Scripting
- Referencing nonexisting files with doFSM and addAction (if the file does not end with .sqs) crashes the game. [1.02] -Salisan
- SetUnitPos "Up" does not work. [1.02] hoz
Island Issues
Mission Issues
- SP Mission "Messenger" (the the one where you´re supposed to bring back up troops via truck) is now missing fog; making it harder to survive the start and also making it more laggy [1.02] burns 01:30, 16 December 2006 (CET)
Multi Player Issues
- Using a hosts.txt file kills your performance in the MP browser, as soon as you remove the file, Your performance returns. [1.02] hoz
- No MP network connection after upgrade to 1.02 1.01 was (and is) fine. [1.02]
Link to Forum Post. - Iron Eddie
- If you have a gunner in the helicopter (AH-1Z and UH60 & MG) and he fires some rounds with the Minigun, the amount of ammo continues to count down to zero, even if he stops to fire! It wont stop till its OUT OF AMMO! --TheVoodoo
Dedicated Server Issues
- While on a dedicated server and Player takes driver position in either an Abrams or T72 then switches to manual fire; fires once then fires the main/canon gun again before reload, weapon will fire rapidly until all ammunition is depleted. This could not be duplicated in single player or on a hosted game. [1.02] HitSqdhaXor
Performance Issues
- Overall decreased performance compared to v1.01 [1.02 (german)] burns 01:59, 16 December 2006 (CET)
- When using the ACOG or M24 sights I have a massive drop in FPS, from 40 down to 30 for example. [1.02] W0lle
Physics Issues
- Turret/Cupola of tanks seem to have almost no inertia. Cupola rotational movement(mainly stopping) feels too direct. Inertia in OFP felt much more natural like rotating tons of steel [v1.02] -wiper 16.Dec.06, 01:11 CET
- AH1 Cobra able to do loops? imho impossible in real life. Would be ok for the littlebird though. (if there´s an enhancement in heli physics either make it like BF2 or just like OFP) [1.02] burns 01:21, 16 December 2006 (CET)
- 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)
- Still swimming soldiers and floating bodies aren´t really affected by waves, they always keep the relative height to the ground see video [1.02] burns 01:48, 16 December 2006 (CET)
Realism Issues
- Weapons magically stick to dead units [1.02] burns 01:50, 16 December 2006 (CET)
- Would this be more appropriate in the wish list? IMO it's not a bug, but a non-feature (that feature being the bodies dropping their weapons). --Big Dawg KS
- First Unit placed in a Helicopter still is placed on the co-pilots seat instead of being placed in the back (or the side of an MH-6). [1.02] W0lle 04:10, 16 December 2006 (CET)
Units/Vehicles
- Placing an "Helicopter" class vehicle in the editor and removing all of its ammo results in gunner view being very odd. You can move your mouse to move the gun, but view will remain fixed in one direction, usually towards the front of the helicopter. It doesn't matter if helicopter is crewed or not from the start. [1.02] -Sniperwolf572
- Steering wheel on RHIB boats turn in the wrong direction. [1.02] -Sniperwolf572
- Placing an Helicopter on the map and removing it's fuel still makes the crew "abandon" it's vehicle and proceed on foot. [1.02] W0lle 04:11, 16 December 2006 (CET)
Visual Issues
- Night sets in too abruptly. MP Clean Sweep mission revealed that bug just by chance. I have set up a small test mission to show it's occurrence. Play the mission and accelerate time, few minutes afterwards everything besides the sky goes black. Time at which this happens varies from month and day, so every day has the bug occurring at different time. Reverse happens in the morning, set the time of the test mission provided to 05:30 and accelerate time. [1.02] -Sniperwolf572
- Glass visor/optic on Stinger is see-trough. Similar to old OFP glasses bug. Screenshot demonstrating the bug. [1.02] -Sniperwolf572
- Double crosshairs on first person view on gunner position of Stryker (M2). Screenshot to demonstrate. Upper crosshair should probably be the dot crosshair. [1.02] -Sniperwolf572
- Light cones light up objects and terrain behind them, where those objects and terrain are not exposed to light in any way. Screenshot to demonstrate. [1.02] -Sniperwolf572
- All Weapons with mounted Grenadelauncher (M4+M203...): Left hand placed in wrong position! It stucks between weapon and grenadelauncher! Its supposed to be placed below the GL! [1.02] --TheVoodoo
Weapons
- Model for laser designator is still missing. [1.02] ++Str
- No recoil on MP5. [1.02] -Sniperwolf572
- Model / Placement for "Javelin Antitank" totaly messed! [1.02] --TheVoodoo
- Still no M203 iron sight although the engine would be perect to simulate rl sight behaviour [1.02] burns 01:27, 16 December 2006 (CET)
- M203 grenades still explode if impact is closer than 30m. They should get live after about 30m flight path only [1.02] burns 01:27, 16 December 2006 (CET)
- MG´s reload to fast [1.02] burns 02:00, 16 December 2006 (CET)
- In MP, if you fire once one of the M134 fixed on the blackhawk or the gun from the cobra it will be emptied without causing any damage (except if you press the left mouse button). This bug was already present in the versions before. [1.02] --Serclaes 10:48, 16 December 2006 (CET)