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CIT: Most voted bugs

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The list contains:

  • Only bugs
  • Only engine issues (not content related)
  • Only tickets with good description, repro steps and demo mission provided.

The list is from most voted bug to lower vote ones.

Hopefully this helps you Suma addressing the some of issues.

---

=== AI issues ===

  • 64: #14410: AI Helicopter wobbling nose up and down
  • 62: #7366: Modding: AI does not reload manually reloadable vehicle weapons of secondary turrets on its own
  • 52: #4438: AI will not engage through buildings' glass
  • 50: #2733: AI always turned out when player is effective commander in cargo
  • 40: #5619: AI turns on headlights when player as driver disembarks from vehicle
  • 38: #1967: Chopper boarding issue with AI
  • 37: #2353: Disabled vehicle AI targetting and spotting when player is effective commander in cargo
  • 34: #17458: Tank Smoke launchers auto dispense smoke upon engaged: In multiplayer even when player is commander. Causing major lag/desync, and crashes.
  • 32: #2556: AI Unable to Defend from cover with HOLD or Search and Destroy WP
  • 31: #3249: AI pathfinding: high slope rocks
  • 30: #1820: AI vehicles follow you/GL into ponds and destroy their vehicle
  • 28: #12144: Camouflage doesn't work properly in forest (surfaceType = CRForest1)
  • 22: #11568: Using a flashlight does not give away your position to the AI
  • 22: #12143: KSK specops units using pistols at long range
  • 21: #6601: AIs go in Combat Mode even if only their leader or a splinter group is in danger
  • 20: #12540: AI uses grenade launchers incorrectly
  • 20: #16229: AI without weapon gets stuck when ordered to move crouched
  • 18: #2413: AI in Vehicle not reacting to enemy fire when commander got killed and no orders incoming
  • 17: #14839: AI commanders keep gunners silent in certain situations
  • 17: #18861: AI left on rooftops/high spaces will walk off and fall to their deaths.
  • 16: #2172: AI group behaviour in COMBAT & STEALTH: Never crawl and same speed no matter what.
  • 16: #4476: AI has hard time finding paths for planes
  • 16: #13566: AI choppers engage IRStrobes
  • 16: #19990: AI drivers fail to detect obstacles in their way
  • 15: #2481: Loader of the M1A2TUSK can't turn in at all (AI and human).
  • 15: #3242: AI use wire fences as cover
  • 15: #3603: AI in vehicles detect enemy vehicles too easily
  • 15: #12347: At night, aerial flares do not improve AI vision
  • 15: #19156: Danger mode: units moving extremely slow when ordered to move / advance, without Bounding Overwatch
  • 14: #10944: AI gunner refuses to use 2A72 or 2A42 weapons against flying helicopter
  • 11: #22461: AI don't use AT weapon on Vodniks
  • 11: #22717: AI choppers tend to crash into each other
  • 10: #11627: A2 units can not talk to OA Units
  • 10: #12017: [OA] Tank awareness is too low when halted vs units (BETA 72107)
  • 10: #13377: BMP 2 do not attack armored targets at short distance
  • 10: #14588: Static defences don't engage at distance
  • 10: #18859: AI vehicles see/shoot through smoke after they picked you up once
  • 9: #8539: MI-24V AI pilot does not effectively use machinegun
  • 9: #12009: [OA] AI fails at refueling each other
  • 9: #16335: AI vehicles unable to cross shallow river
  • 9: #9391: Repair, refuel and reammo truck don't approach enough to aircraft to do the task blaunarwal
  • 8: #7119: Chopper go very slow at times
  • 8: #9755: [63826] Helicopter AI does not use FFARs when magazine initSpeed = 0.
  • 8: #22701: AI infantry does not compensate (enough) the weapon recoil
  • 8: #23017: AI gunner is unable to use secondary/multiple magazines of one weapon
  • 7: #1763: AI asked to report targets, describe own group
  • 7: #4229: AI scanning horizon make frequent, jerky motions
  • 7: #15523: AI using static weapons won't fire at enemies moving perpendicular to their bearing
  • 7: #16120: Cars/trucks not sticking to roads in combat mode
  • 7: #16290: AI planes are not using guided missiles due to flying too narrow attack circles
  • 7: #17373: BAF: Merlin hovering too high for load/unload
  • 7: #17645: AI infantry in danger mode in a group may get stuck
  • 7: #18952: While AI infantry is moving from cover to cover, it hardly uses its weapon / has a very slow rate of fire.
  • 7: #23005: AI chopper pilot stuck in autohover for a while after picking up passengers
  • 6: #3158: AI ignores M203 smoke shells fired at them
  • 6: #9970: AI Planes without fuel on the ground produce engine start sounds when not in sight
  • 6: #14585: helicopters group don't maintain (minimal) formation separation during landing
  • 6: #16889: Stryker MGS gunner seat wrong AI won't fire
  • 6: #22801: AI in a car is deaf: cannot hear an unit to approach it (from the side or behind).
  • 5: #10954: Vehicle crew chain of command breaks with ungrouped units
  • 5: #13592: USMC LAV-25 AI wont engage
  • 5: #16157: Ai with handgun moves very strange while crouch.
  • 5: #16190: AI continues shooting at abandoned choppers
  • 5: #16225: AI group leader orders AI to board the vehicle again despite enemies still around
  • 5: #20385: Formation of AI according to gunner and not leader
  • 4: #4951: AI Time-based Awareness/Engaging problem
  • 4: #15180: moving AI units at dedicatet server very buggy
  • 4: #15291: Hold fire command is ignored when switching positions inside a vehicle.
  • 4: #15308: AI gunner of a TOW jeep under a player SL does not engage armored targets: only light targets.
  • 4: #17527: Player's squadmates lie on the ground when player select rpg (of any other missile launcher) as a primary weapon.
  • 4: #17646: AI "stuck" in Danger mode even after "respawn"
  • 4: #18370: L-39ZA crashes on landing at South Takistan airfield
  • 4: #18597: [79384] MV22 does not taxi off runway
  • 3: #1948: Team Razor cannot drive motorcycles
  • 3: #6447: Groups do not react to friendly fire from behind
  • 3: #15415: AI cannot climb into watchtowers (Land_vez)
  • 3: #23237: AI does not compensate high weapon sway level
  • 3: #23301: AI is unable to pointpoint sound source (well)
  • 2: #12828: AI Artillery Gun shoots high when trying direct fire
  • 2: #13379: Static Artillery not engaging
  • 2: #19072: Buggy delta and column formations
  • 2: #19454: planes ignore all disableAI/setCaptive commands when seeing a enemy armored threat
  • 2: #23300: AI can even hear slow movement
  • 1: #18671: ArmA2 v1.09 Clipping AIs when in Compact Column formation.
  • 1: #23238: DCDeadBody can be triggered twice per body
  • 1: #23303: AI in careless behaviour behavior still reacts on DCCanFire events by stopping for several seconds.

=== AI control ===

  • 19: #2845: Wheeled APC commander maneuvering/steering through terrain difficult to impossible
  • 19: #19166: Hold Waypoint is flawed
  • 14: #2749: "Keep Low" command does not account for crouched stance
  • 11: #6076: Units placed with special NONE are reforming on mission start
  • 7: #2105: Tactical view: Units remain selected
  • 6: #16092: AI does not move around while having a launcher selected as weapon
  • 5: #5826: AI while climbing a ladders is unable to stop climbing when ordered to
  • 5: #10599: Assigned colorteam status lost after teamswitch
  • 5: #14134: "assignedVehicle" of remote unit is not updated where the vehicle is local
  • 4: #17891: Get In command to infantry and the crew of the same vehicle causes issues
  • 3: #12027: Shift + F-key for White team selection is broken
  • 3: #15173: 'All, stop' order affects player, if he's driver of a vehicle with passenger
  • 2: #13312: AI not operating vehicle lights correctly
  • 2: #17777: View stuck when combat mode changes in vehicle
  • 1: #16098: No 'Disembark' in quick command menu for static mortar and arty static weapons
  • 0: #18147: High Command hold fire never fires

=== Scripting ===

  • 77: #6638: Fix SetMimic command
  • 39: #11701: sendUDPMessage function doesn't work
  • 26: #14294: Adding fully custom controls doesn't seem to work
  • 24: #2906: AI unable to board more than 1 vehicle when ordered through synch'd GETIN/LOAD waypoints
  • 24: #12481: currentMagazine/currentWeapon gunner is not working for turrets
  • 24: #16753: Ammo created with createVehicleLocal is transferred over network
  • 19: #4461: setPlayable: Does not appear to work
  • 19: #19701: JIP Players get into spectator mode, scripting command "join" issue
  • 19: #3437: skipTime and setDate freeze the game to 0 fps for a short while
  • 16: #17949: setVelocity does not have global effect
  • 14: #2077: uiNameSpace fails if interrupted by A2
  • 13: #1739: Task disappear after respawn
  • 11: #7992: currentWeapon works only for player
  • 11: #8261: setVariable not working on tasks
  • 11: #8354: Variable in 'for var' expression may not contain upper case letters.
  • 10: #8212: displayAddEventHandler 'MouseButtonDown' with return true, still executes mouse action
  • 10: #15386: getVariable array returns nil if used setVariable nil before, should return the default value instead
  • 10: #15481: "selectWeapon" command broken in ArmA2 and ArmA2/CO
  • 9: #7117: MP Framework: private["_variable",...] needed in scriptCommands functions
  • 9: #12766: Script scheduler halts/stops running scripts when in low performance state
  • 9: #15635: Weather cannot be changed correctly (Commands broken)
  • 8: #4563: paramsArray, floating-point numbers are rounded when used in default value
  • 8: #14173: setFriend command broken
  • 8: #18810: Actions TakeMagazine/TakeWeapon/DropMagazine/DropWeapon do not work correctly
  • 8: #22725: Dofire doesn't fire
  • 7: #7788: Asserting a false condition does not halt execution of a script
  • 7: #11787: nearRoads is broken too (and should ignore the z-coordinate from the given position)
  • 7: #13581: Mission Times differ seriously in multiplayer
  • 7: #13583: lockTurret locks a turret only when trying to get into a vehicle from the outside
  • 7: #16328: AI groups split magically in COMBAT behaviour if using a vehicle
  • 7: #22724: doTarget only works for a second
  • 6: #5708: FSM's Continue To Run After Mission End
  • 6: #9064: Fog command unable to return 1, always returns a max of 0.9
  • 6: #10118: handleDamage does not prevent 'suppressive affect' that affects the aiming
  • 6: #11515: [OA] isWalking: command only true if running/walking is toggled via 2x SHIFT
  • 6: #14372: drawIcon fails to render text argument.
  • 6: #19235: backpackSpaceFor returns rpt errors
  • 6: #22360: engineOn false no longer turns off engine
  • 5: #6888: Trigger angle reported in triggerArea is 90 degrees off
  • 5: #8358: Please add context of "Description of unexpected vehicle: " error message
  • 5: #11717: z-coordinate of onMapSingleClick returned positions shouldn't be negative
  • 5: #13643: setCamShakeDefParams and setCamShakeParams effects kept after mission is over
  • 5: #20496: action moveToVEHICLEPOSITION only works for effectiveCommander
  • 4: #2560: CreateGearDialog does not use description.ext
  • 4: #3779: showHUD false hides the action menu too.
  • 4: #5059: Change Class MP Issue
  • 4: #5217: Missing error message on: Undefined boolean breaks trigger with multiple condition
  • 4: #8290: isFlatEmpty doesn't recognize "inland"-water
  • 4: #11483: group with a dead member cannot be re-allocated if another group is created before the dead member is removed automatically
  • 4: #19132: synchronizedObjects returns empty array on empty (unsided) objects
  • 4: #22290: _array = [0,1,2,3]; _element = _array select 4; returns nil, and doesn't error. _element = _array select 5; does error
  • 4: #10462: disableUserInput: movement without pressing any key
  • 3: #12096: setVariable does not work on locations
  • 3: #12136: AI embarking addVehicle'd vehicles may create new groups
  • 3: #16156: enableSentences false does not block chat text from non local units
  • 3: #16375: Can't run a user script from the mission config parameter onMinimapScript.
  • 2: #1879: "foreach" reference (F1) example, wrong syntax
  • 2: #5432: estimatedTimeLeft broken for mission time larger than 2h (7200+ seconds)
  • 2: #8415: selectBestPlaces end of map/world
  • 2: #12117: units teamswitched away from are not transparently stopped
  • 2: #17756: "Join" command fails if used soon after mission start on dedi server.
  • 2: #18949: HideObject does not work if the target object has knowsAbout level of 4.
  • 1: #12378: orderGetIn overrides speedMode
  • 1: #13358: Unlocking previously locked vehicle does not affect subordinate players
  • 1: #18698: Shooting at car doesn't hit correctly
  • 0: #16828: "call bis_fnc_help" (and some other) doesn't work when you first start
  • 0: #20005: setFriend example cannot be copied using editor based command help.

=== Event Handlers ===

  • 23: #14766: Eventhandler initialization order changed in 1.55 Beta
  • 21: #13644: Aircrafts ignore handleDamage EH and allowDamage command while crashing into ground
  • 14: #18027: handleDamage EH assigned to vehicles triggers multiple times for ""
  • 7: #22560: [83110] Bullet spawn position wrong in burst mode for high RoF vehicle weapons, causing visual weirdness
  • 6: #15093: At respawn, Init eventhandler runs on every machine except the machine where the unit is local
  • 5: #15089: MPRespawn/Hit/Killed not working when defined in the config
  • 3: #16394: handleHeal doesn't work as expect
  • 3: #20431: GetIn/Out EH report commander event as gunner
  • 3: #22226: HandleDamage triggers twice on self damage
  • 2: #15095: MPRespawn handler only executed where unit is local
  • 1: #16413: Dammaged/HandleDamage EHs stop working on buildings after a section is destroyed
  • 1: #22250: HandleDamage ignores return value from exitWith

=== Server ===

  • 32: #18007: [Linux DS] PMTU Discover issue.
  • 22: #5583: Server does not unlock mission files
  • 13: #18778: Linux dedicated servers yellow in MP server list
  • 10: #22351: Make A2F clients able to see servers with (server side) addons.
  • 9: #15696: [Linux DS] Memory leak
  • 8: #16987: Gunner firing broken when pilot activates manual fire before the gunner enters.
  • 8: #22034: The amout of playable slot is the limit of players on the server
  • 6: #16162: Sometimes when loading multiplayer save alive player starts as a bird
  • 6: #17136: -ranking= doesn't work
  • 6: #17313: [Linux DS] Date format wrong
  • 4: #12854: Using #restart may create a new dummy unit for non admin clients.
  • 4: #12855: Client may get stuck with mission download, when the admin uses #reassign/#restart
  • 4: #13043: Server browser mission filter : impossible to filter with space[
  • 4: #15072: [1.55] BIS MPMission Steel Panthers endless post effects creation failed
  • 3: #6406: MP DS difficulty settings cannot be fully overwritten.
  • 3: #16184: Object errors
  • 2: #12846: Not possible to launch mission after reassign use.
  • 2: #21289: XML parsing error: empty attribute name
  • 2: #22758: The server tries to access XML of missions already in the mission browser: when __EVAL(localize "STR_ID") is used.
  • 0: #23254: Linux / PaX and "BattlEye" related issue(s)
  • 0: #23261: Linux server strips the first slash on some command line options, at least -cfg/-config
  • 0: #23262: Linux server: beserver.so will just be removed when using -bepath

=== Multiplayer ===

  • 43: #6337: Player-created markers not synchronised with JIP clients
  • 41: #16421: Changing gear in briefing screen is not working reliable in MP
  • 36: #14191: Object synchronization in Multiplayer at > 1.5km not precise enough
  • 22: #4449: Searchlight turning itself off for non-server clients
  • 21: #4655: MP game gets reset while playing
  • 18: #4460: Broken Group Respawn
  • 16: #6367: [74123] Vehicle repair MP issues
  • 16: #11759: [OA] MP OA standalone client can connect to Combined ops mission, but doesn't see A2 content
  • 16: #19213: JIP players do not register on other clients at extreme ranges (6-10km+)
  • 15: #3447: Issue with -profiles=xyz and shown squadlogos
  • 14: #5580: Living corpse
  • 13: #2465: Kills issued by turret gunner are counted for effective commander
  • 13: #7243: A2/OA: MP chat message author not visible.
  • 12: #14243: Player is null when executing unit inits in multiplayer
  • 10: #8023: Support waypoint in multiplayer
  • 9: #2279: Latency problem with human players online
  • 9: #18492: Destructed models seems to be fine when JIP
  • 8: #14118: Unable to join any server: "Receiving Data" shown endlessly
  • 7: #3796: Problems with Squad XML caused by -profiles=profiles startup option
  • 7: #5004: MP scoring starts randomly some time after the first couple of kills
  • 7: #13324: First slot is not responding
  • 7: #13653: "Stuck" in debriefing until timer hits zero even though all players hit "I'm ready".
  • 6: #20421: Arma network traffic corruption: causes lag/desync + client freeze + eventually CTD
  • 5: #13981: Prohibit .jpg for custom faces and enforce only .paa
  • 5: #18754: Missing reloading sound while reloading animation from another player in Multiplayer
  • 5: #21902: RPT spam: Cannot use magazine 30Rnd_545x39_AK in muzzle GP25Muzzle
  • 4: #22556: All objects require persistant network updates regardless of action
  • 3: #15011: Problem setting the player ID in multiplayer
  • 3: #22447: Positional information at a distance completely unreliable/inaccurate
  • 2: #6372: [60588] Server control GUI unavailable after selectNoPlayer

=== Rendering ===

  • 43: #4069: Glare effect on 3D rifle scopes
  • 39: #15668: In game AnitAliasing is causing white sparkling dots / artifacts on OA foliage
  • 37: #16571: Tritium illumination for optic in OA unavailable
  • 29: #16004: LOD transitions are unstable since the first 1.55.x beta
  • 28: #18478: 1.59 RC modelSpecial ViewPilot issue when Resource LoDs are empty or consist of proxies only
  • 25: #11837: AN/PEQ-15 Laser cannot be seen (from) farther than 150m
  • 24: #16283: Shadows of vegetation/objects may flicker when the sun is behind obstacles
  • 22: #12973: non-local bullet impacts not shown
  • 21: #5786: Searchlights' blinding effect is occluded by trees, but not by Earth.
  • 19: #14276: Z-fighting reappears when player is close to objects
  • 17: #2410: Particle scaling fails at close distance
  • 17: #17144: ATOC gives raster moiree effect over bush and grass lines
  • 16: #17145: ATOC smudge effect on tree LoD
  • 15: #2941: Shadows not displayed in light of headlights
  • 15: #15583: Flicker shadows
  • 14: #11648: [OA] Large Caliber MGs/Cannons Don't Produce Light
  • 14: #15512: Vehicle LODs change too quick
  • 13: #5678: Screen position and Particle FX
  • 13: #13404: Objects shadows are darker than shadow from terrain.
  • 13: #16096: FLIR unusable from start of Dec until end of March
  • 11: #13403: Terrain shadow not long enough.
  • 10: #11425: Vehicle occupant shadows not drawn in 1st person view if shadows are set to High or Very High
  • 10: #15520: [PMC] Heatmaps of vehicles badly visible due to HDR
  • 9: #5338: Shadows not affected by glare effect of glass
  • 9: #11436: White outline around weapon & hand: 1st person view, certain AA levels
  • 9: #14070: TOW model disappear after a certain distance
  • 8: #1928: Civilian cars clipping error
  • 8: #4969: Custom Faces Display issue
  • 8: #11605: Innacurate FOV Calculations in Terrain Rendering
  • 8: #15654: Object LODs in No-mans-land: Strange Behaviour
  • 8: #23094: Fog is not sychronized in multiplayer: the actual viewdistance for the same fog value is different
  • 7: #6849: ATI 4890 Grafic issue on custom Faces with jpg format
  • 7: #12329: Object out of the field of view doesn't cast shadow
  • 7: #13026: Parachute pilot proxy casts no shadow in first person view
  • 7: #13542: [73116] Airplanes HUDs projected into infinity: missing for Mi-17 and Mi-24
  • 7: #16005: Terrain shadows on objects are unstable and make object shadows flicker
  • 6: #11385: Sea surface not rendered in NE area of Chernarus
  • 6: #16450: Shader errors in RPT file
  • 6: #16714: Video options "default" cause heavy visual corruption.
  • 5: #14540: Light source not visible at times
  • 5: #16660: Light cone and laser beam detach from weapon when player climbs a ladder
  • 5: #19681: Vehicles do not project shadows over water
  • 5: #20455: Chernarus: Polygons missing on windows in wooden part of house
  • 4: #1903: Fire and smoke particles not visible through glass
  • 4: #9534: Custom "RadialBlur" ppEffect disabled after opening Escape-menu
  • 4: #11756: METIS sights have a red filter
  • 4: #22161: Ruin texture had some heavy flashing
  • 3: #10992: Unzipped gunner's muzzle flash appears to be rendered behind the hull in 1st person camera
  • 3: #16263: Alpha texture / texture loading issues with specific vegetation models since the first 1.55.x beta
  • 2: #20056: Object jitter (micro movement) while leaning
  • 2: #20537: driverOpticsEffects: effect remains when player switches seat between driver and cargo position

=== Performance breakdown ===

  • 27: #5932: rotBlur shader blur intensity rises when FPS is low
  • 12: #9317: Smoke grenade particles effects cause heavy fps drop.
  • 10: #10870: Map Performance Fluctuation
  • 9: #20426: AI FSM performance and FSM defaulting/nesting

=== Visual ===

  • 13: #11646: [OA] Rain not visible when postprocessing is disabled
  • 13: #16464: In ArmA 2:CO lamp lighting poles are not on at night on a utes and Chernarus.
  • 11: #3651: Bullet holes remain floating in space after object is destroyed.
  • 11: #16364: Muzzle Flashes not visible at distance in the night time
  • 9: #13742: IR Strobe flashing lights remain after deletion
  • 8: #7173: Smoke Puffs from Bullets hitting Leaves'
  • 7: #3650: High fog levels cause objects to be clipped to close to the camera.
  • 7: #18543: Rain effect
  • 6: #7108: glitch in the shadow of air vehicles over the sea
  • 6: #16521: attachto & unit capture plane stutter
  • 5: #15075: Misalignment of parallax-free HUD dependent on head turn
  • 5: #20597: Lighthouses on Utes and Chernarus don't work

=== Savegame ===

  • 10: #16205: SUSPEND-savegame always overrides SAVE-savegames and automatic-savegames in campaign missions
  • 9: #16161: Loading savegame always turns high command on in missions where it is available
  • 7: #3678: COOP: Map markers not in savegame
  • 4: #12734: Some things not preserved when loading saved games
  • 4: #14694: Trying to load savegame, crashes the game with Error 'No entry' at..
  • 4: #17778: Saving while in freelook as a pilot, corrupts the pilot view after loading the savegame.
  • 3: #19341: PMC coop saved games don't work
  • 2: #15019: Autosave after injury treatement with FA module doesn't save healed state
  • 0: #22600: Game freezes several seconds after loading savegame

=== Interface ===

  • 14: #14683: MP Lobby always shows west side no matter what side assigned to
  • 13: #2426: Team menu (9) select option bugged
  • 5: #5047: Simple addAction command makes action name displayed in the middle of the screen and never fade away without user interaction.
  • 4: #13446: If estimatedTimeLeft is not set, it defaults to "15 minutes left": should return an empty string instead.
  • 2: #14703: The create game dialog does not show default difficulty on a dedicated server

=== Weapons ===

  • 49: #11479: Bullets loose too much power over distance
  • 39: #6823: ballisticsComputer calculation uses inverted target lateral velocity when facing south
  • 27: #5587: Flash while shooting silenced weapons
  • 21: #10452: Expand IR laser simulations to ground vehicles
  • 18: #21844: [82448] AI rate of fire different depending on distance from player and actual Field of View
  • 16: #15827: Player as vehicle commander/pilot cannot change ammo type in manual fire
  • 16: #15980: Airplanes have too high armor (they survive 3-4 stinger hits)
  • 8: #14510: selectWeapon turns off IR laser
  • 7: #12025: The laser direction changes to the weapon direction when you select a missile rather to stick at its former direction

=== Gameplay ===

  • 49: #8285: Grass layer doesn't lower "fire LOD" on infantry
  • 27: #2343: Player can't fire when is water
  • 22: #11628: [OA] A10 Warthog weapons and crosshair offset for any unit besides Pilot model
  • 21: #13317: 1.54 introduced engine artillery is 100% precise for rocket artillery.
  • 19: #7138: Driver turnout/Commander orders inconsistent
  • 19: #13380: Laser guidance for BAF Wildcat CRV-7 PG rockets fails when crosshairs is turned off in difficulty
  • 19: #14297: Disabled "Auto guided AT" makes AI gunner commanded by a player no longer guide the missile.
  • 17: #3719: Pilots and drivers get TKs to their credit if they are carrying passengers when destroyed
  • 16: #7658: Ammo truck does not rearm empty vehicle weapons
  • 15: #11561: UAV is useless when banking 90 degrees.
  • 15: #15289: Car crew always surives missile impact nearby (or direct GL impacts).
  • 13: #14436: [CO] Invar-m and arkan missiles cannot be guided manually,only with auto-guiding
  • 13: #16607: Disembark command by group leader shouldn't force out human players
  • 12: #6003: Removing a magazine of type "THROW" disables ability to throw other magazines of this type
  • 12: #11168: Locking your own units as chopper pilot/tank commander makes AI gunner shoot on friendly automatically.
  • 11: #4866: AT weapons vs choppers/planes are not lethal (enough).
  • 11: #11513: [OA] IR Strobe (IR Target Strobe) is not reuseable after it has been thrown
  • 11: #15014: Helicopters explode even if they do not have fuel and ammo.
  • 10: #2920: CH-29 missiles burn out too quickly
  • 10: #4114: Deactivated satchel charges not picked up
  • 10: #11975: ULB fails to adjust altitude and gets stuck
  • 9: #12800: Weapon zeroing isn't stored in weapon
  • 8: #15142: Front passenger can't switch to gunner while the driver can (in HMMWV)
  • 8: #15624: AI manned turrets of gunships unrealistically jumping to random directions at random moments
  • 7: #12089: [OA] Grenade launchers do no damage vs static defenses
  • 7: #13383: Since OA despite stabilization the view of vehicle optics is shacking
  • 7: #15179: AI Chopper attacks even at 0 Altitude
  • 6: #3257: Trivial Dropped kit floats in freshwater, sinks in seawater
  • 6: #6669: Landing Autopilot may damage or destroy aircraft.
  • 6: #16351: Buildings not "detected" as destroyed when destroyed with AT or Artillery weapons
  • 6: #20441: Units when prone take less damage
  • 4: #14456: Unit ammo slider at zero makes it impossible to rearm the weapons at an ammo truck
  • 4: #19347: Wrong direction of Su-25 gun funnel
  • 3: #2673: Vehicle is locked for all other players when a player with negative rating (from teamkilling for example) is onboard
  • 3: #12305: Support unavailable to lone units when controlled by the player.
  • 3: #13788: Duplicating Static Weapons
  • 3: #18987: Second gunner (door gunner) crosshair missing
  • 2: #3077: Action "Reload Sabot/HE" should be removed when there is no gunner
  • 1: #14581: fighter aircraft activates 'SEIZED BY' trigger
  • 0: #14580: unarmed in-flight helicopters with men in cargo activate 'SEIZED BY' trigger

=== Sound ===

  • 40: #8244: Speed of sound broken: Lack of delay in weapon sounds
  • 23: #7194: Animal sounds in cutscenes
  • 22: #1710: Pain Moaining is in english for all factions
  • 17: #15899: OA missing tinitus sound effect from nearby explosions.
  • 16: #14806: Music skipping using 'esc' key
  • 11: #19780: Explosive noises no longer work in 1.59 for 30 and 40mm cannons [CO]
  • 8: #21653: Collective sound engine issues ticket
  • 6: #10816: Stereo files that worked in Arma1 and JCOVE Lite plays in mono in Arma2
  • 2: #11359: Sound is not resumed after pausing game

Edited by .kju [PvPscene]

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I am sorry to disappoint you, but the list is already way too long. We may be able to fix approximately 10-20 bugs for Arma 2 OA, depending on a fix complexity. If you will choose about 5 bugs from the list above, it may help me prioritizing, but in current form I am unsure how do you expect this list to be helpful.

As for having the bugs sorted by votes, there is no need to have it maintained manually here, CIT provides custom views which are already capable of showing such things, and I use one such view (open bugs, sorted descending by vote count).

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Well, the list is sorted from the most voted to the least voted. So, start at the top and work your way down. Sleep is for loosers ;-)

In my flippant comment is a serious suggestion! Just look at the top 5 for now, when they are done, pick the next 5, and so on. Any in the list that are too time consuming or fundamentaly change things then you'll need to put on hold. When I was a support team lead back in my corporate days its what I would have done!

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Continued:

=== Controls ===

  • 41: #7306: Turret traverse speed limited too much when zoomed in
  • 27: #13110: Turrets behaving erratically when switching from drivers position
  • 26: #4478: Choppers pitch back and forth during autohover mode: impossible to get them hover stable
  • 25: #18075: center Scope-View to Crosshair (mouse floating activated)
  • 21: #18118: center Binocluar-View to Crosshair (mouse floating activated)
  • 19: #2412: Going back to AT/AA launcher from binoculars fails, goes to assault weapon instead
  • 17: #13242: Analogue steering wheel controllers are not supported correctly
  • 16: #23142: Parachutes always end up facing roughly north
  • 13: #5301: Zoom in (toggle) does not work for infantry weapon with modelOptics.
  • 13: #5357: Rotation of child turret relative to parent turrent trouble
  • 12: #11591: Keyboard input in windowed mode still captured, even while window is not focussed
  • 11: #4865: Gunner/Commander Vehicle Zoom Locked when switching to optics in 3rd while zoomed in.
  • 10: #1681: Problems with changing behaviour of Primary and Secondary Mouse button in the controls/effects in the Game
  • 10: #5847: After setPos unit: user actions not available for several seconds.
  • 10: #6567: Duplicate "Next target" entry in controls.
  • 8: #12200: [OA] Turret azimuth not adjusted properly to tank/vehicle turning (abprupt direction change)
  • 8: #13586: Controls Unusable After Using "openMap false" Whilst Naming Marker
  • 8: #14726: No longer possible to command gunner to change the ammunition type in vehicles
  • 7: #10579: [70184] lost inputAction with dialogs open
  • 6: #1846: Cannot enable ironsight on some vehicles using default controls setting
  • 6: #11681: Armed Vehicle: Hold Zoom+Optics causes Zoom Lock
  • 6: #11727: Missing action "Change-Ammo-Round" for Commanders in vehicles
  • 5: #2698: program forgetting controller assignments
  • 5: #20106: Can't cycle to grenades after respawn
  • 4: #1743: Reassigning ENTER as "Start Chat" not working
  • 4: #12922: Swap Gunner key action changed: OA Beta 72716
  • 4: #18660: Freelook inside vehicles with AI crew sometimes stops working
  • 3: #15988: Helicopter joystick controls
  • 2: #19223: Mouse smoothing bar doesn't affect head movement

=== Game physics ===

  • 35: #3513: Handgrenades bounce too much
  • 33: #5032: Grenades fall through floor
  • 23: #16538: AA-12 pellets have completely unrealistic range.
  • 22: #12101: [OA] TOW control failing at distance
  • 22: #16112: Penetration not applied to shotSpread ammunition
  • 18: #3238: Tank collisions physics broken
  • 18: #18809: Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out.
  • 14: #20454: Multi-wheeled vehicles get disabled after blowing only one tire
  • 11: #13025: Parachute landing upside down results in bouncing
  • 5: #18070: Warrior flip on rock
  • 3: #20273: Little Birds Take Damage when you/other parachutes out at speed

=== Misc ===

  • 20: #14303: [73658] Loading config/description with syntax error terminates the game
  • 18: #4063: ARMA 2 Manual Missing Guidance for 'Video Memory'
  • 11: #11835: PostProcess Graphics option is not being saved
  • 9: #16814: Wheeled vehicles continue to steer in the direction when left, after getting back in for a while no matter the player controls input
  • 7: #18769: Battleye initialisation failed is not shown to the player himself: player gets booted from servers without getting told why.
  • 6: #10843: Client changing difficulty setting in MP changes visibility of peripheralVisionAid for the client.
  • 6: #15829: Small maps incompatible with Mission Wizard
  • 5: #9574: Collective animal and ambient life related issues ticket
  • 5: #23214: Degraded performance during heavy RPT logging activity
  • 4: #10559: [70184] modfolder with -profiles and -name alef
  • 4: #11940: EMF Generated by "TOPOGRAPHY" is incorrect/inaccurate
  • 4: #14411: Healing while crouched does not transition properly into second healing animation
  • 4: #19674: Flood in arma2OA.RPT
  • 3: #5691: Unable to edit user profile
  • 3: #16289: Weather not completely restored with -skipintro
  • 3: #18520: My Mission Editor Waypoint Bug
  • 2: #10045: Syntax Mistake inside switch-do Block Does Not Produce Error Message
  • 2: #11493: C:\Users\*USERNAME*\Documents\ArmA 2 Whiped on OA installation
  • 2: #16074: AH-6X has no landing, running lights
  • 0: #15279: Cannot load mod.paa if mod is load from 'My Documents\ArmA 2'

---

You misunderstood the intention Suma.

This is NOT my personal top-X favorites.

Instead it is a filter based on the CIT.

The CIT can not filter content vs engine bugs.

Ontop this list contains only tickets with good to very good quality reports.

Do you see the benefit now?

Edited by .kju [PvPscene]

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Cheers, gotcha. Still useful for people to find the list on CIT :)

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1) Updated list by moving fixed issues at the end.

2) BI admins have moved the discussion in the relevant feedback thread.

3) Feel free to suggest new engine/non content issues. They will be added to the list according to their number of votes.

4) Feel free to create a new list for content only issues yourself.

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AI group behaviour in COMBAT & STEALTH: Never crawl and same speed no matter what.

http://dev-heaven.net/issues/2172

Can someone share his experience on stealth AI behavior in 1.59.

Is there still a difference or does it behave completely like combat now?

My tests so far seem to indicate that, but I am looking for more experienced users.

Reference: combat mode details

Edited by .kju [PvPscene]

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AI group behaviour in COMBAT & STEALTH: Never crawl and same speed no matter what.

http://dev-heaven.net/issues/2172

Can someone share his experience on stealth AI behavior in 1.59.

Is there still a difference or does it behave completely like combat now?

My tests so far seem to indicate that, but I am looking for more experienced users.

Reference: combat mode details

AI really try to avoid enemy. They all time using cover and moves slowly. When one of soldiers got order to kill enemy all other units try stay low and don't open fire. But no any preference for silent weapon. Maybe add this as new ticket to the CIT? Or this ticket already exist?

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AI warping - especially at distance.

http://dev-heaven.net/issues/1915

Was that excluded from the list cos it is already being looked into?

It has 223 votes.

And Imo it should be renamed to "AI and Human warping - especially at distance"

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Yep. As it is WIP and BI already shown that it puts a lot of effort into it, I see no reason

to highlight it again in here.

Unfortunately people confused two different issues as one (I thought so too),

yet essentially from what BI told us, they are not the same.

BI is tackling the warping due to too low frequency of simulation at first. See the blog entry for details.

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Updated list with latest tickets, added number of votes and separated to categories.

The category order reflects basically the shown interest/frequency of Suma.

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=== AI issues ===

  • 52: #4438: AI will not engage through buildings' glass

Has this been fixed? This always frustrated me when making maps.

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