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Found 3 results

  1. Essentially i'm try to make my own take on an invade and annex server thats team oriented. currently im working on adding a flagpole teleportation mechanic that will teleport you to your squad leader if you have a squad leader and will get you in the fight faster. so ive spent the better part of the day doing this.... im sure some of you are gagging at that, sorry im not very proficient in eden editor....or anything particularily... nonetheless this works as intended except it'll throw an error if there is nobody playing the character with their specific variable attached IE; SquadLeader_1, SquadLeader_2, Pilot, COC, Recon. for what i intend that's fine but i'd like to clean it up and offer a "Teleportation is down right now" for the characters that can teleport atleast. i've been trying to find some way to integrate try throw catch, but cant seem to find a way to set it up proper. any tips?
  2. Hey all, First of all, I want to apologize in advance if this is not the right place to throw this question at. Now, to the question itself. I have recently started doing a wee bit of scripting to implement some utility scripts for me and friends. I have been trying to make them as generic as possible and now I have been at the point that I want to find a way to handle "incorrect" arguments (either wrong type, nonsensical numbers, null objects, etc.). I do have a bit of programming background and having utilized "try, catch, throw" exception facilities of other programming languages before I wanted to check it here too. So far I have seen absolutely no one using them and in the documentation I read that scripting commands in ArmA do not throw exceptions. So, I was wondering if it would be a good idea to use "throws" in my scripts or not, since the majority of the users "never" use try-catch blocks. I would really like to hear opinions on the matter or even "aggressive" statements either against or in support of this specific facility/construct. Hope to hear from you. Have fun, take care and ArmA a lot, Achilles.
  3. can anyone (ideally someone from BIS?) explain how the throw distance is managed in the engine / addons? we have about 15 grenade types in unsung mod with some pretty large blast radii, that worked great in arma 2, but with arma 3 the throw distance is about 25m, whereas in arma 2 you could chuck a grenade up to 50m, which is more realistic. 1. we currently face 2 choices - reduce our blast radius (and make the grenades unrealistic) or 2. increase the throw distance (and make the throw distance realistic) we would prefer to increase the throw distance in our weapon "throw" or in the mass of the grenade etc, but i have no idea where to start, despite looking through all of the base classes. Is the max throw distance of 15-30m hard-coded?
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