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Arma bugs

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This is a small annoyance:

Can't put more than one satchel chare in same place[\B]

You can no longer place more than one satchel charge in the same place.  After placing one, you get a red X, which allows you to pick up the satchel you just placed.  You have to move 2 meters before placing another one.

(In OFP this was not a problem).

Use the scroll wheel and scroll to the 'put satchel scharge' button, or switch weapons to the satchel and 'fire' it wink_o.gif

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Sanitation mission does not end.

After joining second squad, they proceed to the waypoint in town and just stand there. I searched entire town and surrounding area to find the last enemy to kill to trigger next waypoint. To no avail. I've tried this about 20 times now.

This isn't a Arma engine problem, but a mission design problem. Trigger conditions for clearing towns shouldn't allow players to be frustrated by this. When time elapses to a certain point and there are only one or two enemies left, those enemies should have morale boosted (so they don't run), and force them to the center of town (so they fight) -- or have them runaway outside the "clear the town" trigger zone, so trigger can complete. If there is only one enemy left and he is wounded, scripts should heal him (so he can stand), or bleed him out (kill him), so the trigger condition is met.

This was a common problem in many OFP missions. The above suggestions were mission design "good practices" posted at OPFEC mission editing site for avoiding this "can't find that last loon" problem.

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Quote[/b] ]Use the scroll wheel and scroll to the 'put satchel scharge' button, or switch weapons to the satchel and 'fire' it wink_o.gif

It's true that's how you place satchels. Problem is after putting first one down a "red X" appears, and clicking put satchel again picks up the one you just placed. You have to move 2 meters so the "red X" goes away, and then you can place the next one...

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Just got ArmA today, having some general issues with sound being all out of place and dulled most of the time(but that could be my soundchip) and HDR randomly deciding I need to adjust my ingame-eyes when running around outdoors(but maybe thats a feature). That ArmA is highly unstable and crashs a lot at this state I dont mind that much,because I didnt expect it otherwise

Real Bugs:

Version used is German 1.01

As tested in SP:

1.Repair-Bug: When you damage a vehicle , you can not repair it back to 0 at a repair-vehicle because the function always seems to take percentages off the old damage value. This results in the AI not getting in a repaired vehicle if the tracks/wheels happen to be damaged even if it is 1.023E-120.

As tested in a non-dedicated MP enviroment:

1.Locality-Bug:

Almost as old and especially as often reported as the Repair-Bug,this little fellow appears whenever you try to get your local AI out of a vehicle that is local to a different client

[Example situation would be you and your Ai squad being in cargo of a truck driven by another player].

This results in the AI not being able to disembark until said non-local player leaves the vehicle rendering the vehicle local again I guess.

1.Locality-Bug 2(?):

In our test run we were not able to command our tank/apc as a commander if the crew(driver/gunner) happened to be local to another client. Could have been another issue apart from locality tho.

1.Locality-Bug 3 / Marker-Desync:

If a player puts down many markers and deletes them, after some time there will be a desync between the marker he sees and the markers all the other players see.

Thats it for now , hopefully we can get into real indepth MP testing once you guys release a *gasp* Linux *gasp end* Dedicated server.

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Getting wounded on disembark or certain obstacles

sometimes you get wounded when disembarking from AT stationary guns, leaving you in a stand up lay down loop on the gun.

happened also when i landed near a fence and ordered ai to disembark, some dropped on fence and were left wounded only able to be prone

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It's true that's how you place satchels. Problem is after putting first one down a "red X" appears, and clicking put satchel again picks up the one you just placed. You have to move 2 meters so the "red X" goes away, and then you can place the next one...

Not true. I put satchels in the same place all the time, you have to click with your mouse wheel not with your LMB.

Place a charge->Scroll to "Put Satchel Charge"->Click on your mouse-wheel->repeat

BUG:

Sorry no pic.

When you're in the back of a landrover parts of it get see through when you switch to third person view. The "boxes" under the driver and co-driver seat are the easiest to spot. The texture disappears in thirds person view also some part of the doors.

Units still disappear when you look at them through a vehicle windows. This happened in OFP as well.

To recreate place a unit on one side of, lets say, OffRoad1 and put yourself on the other side. Now try to see that first unit.

I dunno if these were already mentioned. Sorry if I missed them.

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Not a big deal, but 2 more collision bugs:

- IF engine is ON, AI disembarking from UH-60 with FFARs (and the big fuel tanks) will get stuck between the big fuel tanks and the body of the chopper.

IF chopper engine is OFF, AI will disembark properly (they will be able to pass through the fuel tanks like ghosts, but it's not a big deal).

Test it: fill a FFAR UH60 with your squad, get in as pilot, ask squad to disembark, watch the 1st squad half passing through the fuel tanks, turn on engine and watch the 2nd half stucking themselves.

- AI disembarking from vehicles (Stryker, UH-60, M113...) will intersect on the same ground spot.

untitledcy5.jpg

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Not sure if it has been mentioned but the doors on the top of the tall office blocks only open a tiny crack. It is very hard to get through them. Have to do some nifty laying down.

German download ArmA 1.01.

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We're we supposed to be able to leave vehicle engines on even after exiting vehicles? Or was that lights?

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-someone else noticed a problem with rpk sight ? cant get it aiming properly, i have no problem with any other weapons i tried.

-why there are no shadows after 6 pm ?

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-why there are no shadows after 6 pm ?

Because there is no sun to shine the light, duh tounge2.gif .

There are no shadows from dynamic lights because it just wasn't implemented, I guess it would be a demanding feature when there are several lights shining in an area. Probably also very difficult to implement - on a large open map like in ArmA things get complicated if you want full dynamic shadows. Would look cool though.

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-why there are no shadows after 6 pm ?

Because there is no sun to shine the light, duh  tounge2.gif .

There are no shadows from dynamic lights because it just wasn't implemented, I guess it would be a demanding feature when there are several lights shining in an area. Probably also very difficult to implement - on a large open map like in ArmA things get complicated if you want full dynamic shadows. Would look cool though.

yes there is a sun after 6 pm thats the problem, sun but no shadows, in ofp there were shadows until night not in arma, why ?

also if someone could make a mod with moon (blue light) casting shadows and affecting normal maps like the sun it would be nice.

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I have a feeling that BIS already has regretted the release of this game rofl.gif .

I may laugh but at the same time im crying too sad_o.gif .

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Sorry to dig up this thread but it is an ArmA bugs thread so here's more bugs I've found:

1) Your AT soldier can be suicidal. There was a mission where I had to defend a post from 3 BMPs coming from the North (or was it East? Can't remember)

Anyway I told my squad to attack the BMPs. However one of the BMPs was too close, it literally had driven up next to me and one of my AT soldiers.

Well, I'll be damned - the AT soldier targeted the BMP and fired!!! Blew himself and I up, I couldn't believe it.

2) On that same mission I wanted one of my AI to take an M136 launcher from an ammo crate positioned at the top of the hill. He couldn't do it, it wasn't shown on his action list. I know an M136 was in the crate. Only when I told the soldier to move to the crate and then select GEAR could I select the M136.

Now if I'm under fire, why the hell do I have to hand-hold a soldier? What happened to just saying "take M136 from Ammo crate" as you could in classic OFP?

The same problem applies when telling a soldier to take a weapon from a downed comrade. They have to physically stand over the guy before they consider it. Not very clever when 3 bmps are on your ass.

3) There was a mission to capture a bridge, and I was controlling a squad of men. 2 of my men, on walking over the bridge, fell through it!!! When I ordered them to move, they would just say "NEGATIVE". Therefore I was 2 men down to complete the mission.

Also, on the same mission, when AI is next to a crack in the wall, why don't they crouch to peek through it?? I told the AI to target an officer but he wouldn't do it until I told him to crouch too, so he could see the guy?!!!

4) I had a mission to defend a squad of engineers. When the bad guys attacked they went prone and shot me pdq. I go prone and I get a faceful of grass that I can't see through. Bit unfair isnt it? Also if I get wounded, can't stand up, and I'm in the grass how can I defend myself when I can't see jack??

Come on BIS, sort this out!

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Version 1.01.5094, German Retail Version Patched

LimitSpeed Command isnt working for me.

Tested in Singleplayer with infantry, jeeps, tanks, players and AI alike.

I wanted someone to confirm it before i put it on the WIKI

Syntax i used : This LimitSpeed 20

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Bug with bluefor AT soldiers, I remember in a msiion where you have to take out shilkas and secure a bridge the AT soldiers used their AT4's on infantry. When given the command to engage at will, they would use their rockets on enemy infantry and expend all their rockets. When a tank came, I had no more AT.

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I can't finish the mission where you have to escort two blackhawks to a plateau with a cobra and then engage t72s and a shilka.. Can't kill the tanks in time and the mission never ends. I just have the wait marker at the base..

And it seems to me the blackhawks are flying with autohover on or something. They are painfully slow..

Dunno if this belongs here as well but recently in multiplayer me and another guy were controlling the same soldier! That was pretty creepy..

German ver 1.01

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Quote[/b] ]I found a neat bug when doing chopper extraction from the water. We were able to get into the chopper from the water but when we were dropped back off on land we found ourselves swimming about 5 feet off the ground! Dunno if anyone has experienced this yet but I will try and get a pic of it asap.

Using V1.01

Yeah this bug been posted here

http://community.bistudio.com/wiki/Armed_Assault:_Bugs_List

i found it when i got in to boat from the water swimming then i got of the boat after we reached landed and found my self swimming on land

http://img291.imageshack.us/img291/8614/armartn1.jpg

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Ironsights of the m9 pistol are not right. The aim is off slightly to the right. Bullets hit the groud left of the aimed spot..

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another funny one, try to jump with an m113 or bmp2 from a cliff to the sea, you will feel like a rocket rofl.gif

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well its clear that the buying public will be the beta testers for this beautiful but flawed game. Looking forward to a new patch. I think the main bug is the VGA issues (lods, textures missing etc). Not to mention the CTD's, application errors etc. Never mind things like tanks not falling off destroyed bridges, the issues mentioned above must be the priority.

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I didn´t find anything on this in the Helicopters in AA thread (which is now closed) so thought I post this here.

Helicopters can´t fly above 400 metres. Can someone confirm this?

I know they are reworking the flight model, but I though I post this since I haven´t seen this reported elsewhere.

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mp5's have zero recoil.

these are the un-surpressed mp5's with this missing feature.

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When pistol is equipped when moving forward, stopping character always takes 3 more steps.

German v1.01

Edit: Also object interaction GUI(use,mount,gear etc) could use a bigger "cone of interaction" It is especially hard to find it on doors in buildings

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One cannot walk forward at the alert and fire bursts with any

weapon. The character stops each time the trigger is pulled.

Not an important bug by any means, but still an irritation.

For me the biggest bugbear of all is the way that foliage

always drastically slows the game down (especially when

viewing foliage through any sort of "telescopic sight").

The forests in the game are very attractive but operating

in them is often practically impossible. Operating in all other

areas of the map is just fine. I do earnestly hope this will

be fixed somehow, or some option for "faster foliage" offered.

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