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Introduced with Armed Assault version 1.001.00
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Defines a try-catch structure. This sets up an exception handling block. Any thrown exception in a try block is caught in a catch block. The structured exception block has the following form: try { /* block that can throw exception */ } catch { /* block that processes the exception. Exception is described in the _exception variable */ };
code: Code
Return Value:

Alternative Syntax

args try code Since Arma 3 v1.53.133045
args: Anything - passed arguments, will be put in _this variable inside the "code"
code: Code
Return Value:
Exception Type


Example 1:
try {throw "invalid argument"} catch {hint str _exception};
Example 2:
since Arma 3 v1.53.133045: 123 try {if (_this != 123) throw "invalid argument"} catch {hint str _exception};
Example 3:
The correct usage of shorthand alt syntax: try { if (a > b) throw "Error: some error"; // OK // The command argument is static } catch { hint str _exception; }; try { _someFunc = { ..... }; if (a > b) throw (call _someFunc); // NOT OK // The command argument is dynamic // _someFunc is called first to get the value regardless of (a > b) outcome } catch { hint str _exception; }; try { _someFunc = { ..... }; if (a > b) then {throw (call _someFunc)}; /// OK // The command argument is dynamic // _someFunc is only called when (a > b) is true } catch { hint str _exception; };

Additional Information

See also:
Exception handlingthrowcatch


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Posted on June 9, 2015 - 20:52 (UTC)
Killzone Kid
Do not expect this behave like Javascript try catch and ignore all errors. But it does have one useful behaviour. Normally when a runtime error occurs in SQF (unlike when there is compile error) it continues to execute till the end. But if the script is placed in try {} scope and throw is used upon error, the script immediately terminates, exits the try {} scope and enters catch {} scope. This way it is possible to process possible exceptions in civilised manner.