Bug or Feature – ArmA: Armed Assault
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==Editing & Scripting== | ==Editing & Scripting== | ||
* [[exit]] doesn't terminate an SQF script. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET) | * [[exit]] doesn't terminate an SQF script. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET) | ||
* [[countEnemy]] only counts units that are already known to the inquiring unit | * [[countEnemy]] only counts units that are already known to the inquiring unit. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET) | ||
* Variables introduced inside of control structures are lost after exiting that structure (i.e. <tt>if (alive player) then {_living=true};</tt> would return an undefined variable <tt>_living</tt> after the test. If the variable has been introduced ''before'' the test though, the new, updated value ''will'' be available after exiting the control structure. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET) | * Variables introduced inside of control structures are lost after exiting that structure (i.e. <tt>if (alive player) then {_living=true};</tt> would return an undefined variable <tt>_living</tt> after the test. If the variable has been introduced ''before'' the test though, the new, updated value ''will'' be available after exiting the control structure. [1.02] --[[User:Kronzky|Kronzky]] 00:17, 16 January 2007 (CET) | ||
* [[setFriend]] will not make ''anybody'' an enemy, even if the value is set to zero. [1.02] --[[User:Kronzky|Kronzky]] 20:57, 16 January 2007 (CET) | * [[setFriend]] will not make ''anybody'' an enemy, even if the value is set to zero. [1.02] --[[User:Kronzky|Kronzky]] 20:57, 16 January 2007 (CET) | ||
* [[surfaceType]] will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --[[User:Kronzky|Kronzky]] 04:26, 31 January 2007 (CET) | |||
==Island & Object Issues== | ==Island & Object Issues== |
Revision as of 04:26, 31 January 2007
Bug of Feature?
Introduction
At times it might not be quite clear whether certain features or behaviours are bugs, planned features, engine limitations, or just false expectations due to confusing documention.
For those cases, this list has been created.
If you come across features where one of the above criteria might apply, put it here first, and then, once it has been determined to be a true bug, it will then be moved to the official bug list.
General Issues
AI Issues
Audio Issues
Collision Issues
Control Issues
Editing & Scripting
- exit doesn't terminate an SQF script. [1.02] --Kronzky 00:17, 16 January 2007 (CET)
- countEnemy only counts units that are already known to the inquiring unit. [1.02] --Kronzky 00:17, 16 January 2007 (CET)
- Variables introduced inside of control structures are lost after exiting that structure (i.e. if (alive player) then {_living=true}; would return an undefined variable _living after the test. If the variable has been introduced before the test though, the new, updated value will be available after exiting the control structure. [1.02] --Kronzky 00:17, 16 January 2007 (CET)
- setFriend will not make anybody an enemy, even if the value is set to zero. [1.02] --Kronzky 20:57, 16 January 2007 (CET)
- surfaceType will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --Kronzky 04:26, 31 January 2007 (CET)