Arma 3
Controlled Throwing
74 Comments
Magiel  [author] 11 Mar @ 5:21am 
@wangstage Thank, was able to reproduce and fix. Please update to 1.3.1 and your issue should be resolved.
wangstage 11 Mar @ 4:54am 
The RIS-Module mod can be used in any map to play the RIS game. You just need to add the RIS-Module mod’s components to the game map to make it capable of running the missions provided by the RIS-Module mod. However, once you enter the mission on this map, the Controlled Throwing mod will lose its effect. But in other missions, the Controlled Throwing mod still works. You can download the RIS-Module mod I provided and test it by entering the mission to see for yourself.
Magiel  [author] 11 Mar @ 3:54am 
Could you please describe a scenario for reproduction in more detail? Ideally, a mission file with the RIS module installed.
wangstage 9 Mar @ 5:22pm 
When using the Controlled Throwing mod in RIS-Module, the mod does not work. Can this issue be fixed?

RIS-Module: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3156354979
Magiel  [author] 17 Dec, 2024 @ 1:09pm 
All fingers still on hand? ;-) I have had quite a few accidents in the Cam Lao Nam jungle because the auto ranging is confused by the foliage. That will be fixed in the coming 1.3.1 patch.
Magiel  [author] 9 Dec, 2024 @ 1:52pm 
Thanks for the awards!
Cap10_Nade 4 Dec, 2024 @ 1:16pm 
I am thrilled! Many thanks for implementing all the ideas. It now sometimes feels on the edge of overpower and yet it brings a new challenge to decide on the right throw in the respective situation.

I love it. From now on, just throwing grenades - 24 hours a day, 7 days a week. Like crazy. (I have to change my name - from bullet to grenade) :steamhappy:
Magiel  [author] 4 Dec, 2024 @ 10:48am 
Well, it's up, enjoy!
Cap10_Nade 4 Dec, 2024 @ 8:18am 
:steamhearteyes:
Magiel  [author] 3 Dec, 2024 @ 2:04pm 
The +/- target offset is actually configurable in the menu right now, so we can still tune.
Magiel  [author] 3 Dec, 2024 @ 2:03pm 
The new feature that allows throwing before or behind the target is working out fine. It seems that 3 meters +/- is the sweet spot. Allows you to throw behind the big sand bags. Also throwing on roofs works perfectly.

Added also the info messages for throw power.

Working towards the 1.3.0 release now.
Cap10_Nade 3 Dec, 2024 @ 8:19am 
Yes, I have tried various methods of throwing and also many different types of grenades.

It's strange that I can load either Controlled Throwing or AUOHG - both work, but not both together.

Iron Curtain also brings its own changes to grenades. It's too high for me - I simply do without AUOHG when I load Iron Curtain.
Magiel  [author] 2 Dec, 2024 @ 10:19pm 
Do the issues also happen when you throw with the vanilla hot key for throwing?
Magiel  [author] 2 Dec, 2024 @ 10:15pm 
I don’t see how those issues can be caused by my mod. There are no config changes. Essentially my mod is just a bunch of scripts bound to new key bindings. The grenade throwing itself happens with vanilla functionality and only the trajectory is adjusted.

I think the problem is elsewhere.
Cap10_Nade 2 Dec, 2024 @ 2:49pm 
It looks as if there is now a conflict with “(reuploaded) Advanced Use Of Hand Grenades” in this constellation.

If I deactivate this, your mod will run properly again with Iron Curtain and CWR III.

Well, not so hard to decide on a favorite ;)
Cap10_Nade 2 Dec, 2024 @ 2:33pm 
If I understand correctly, it would be possible - but then you have to aim reasonably at the top edge? I don't see any disadvantage there. It would be exactly how I would have imagined it.

I've just noticed another anomaly: I have different mod sets. One loads the Iron Curtain DLC and the full Cold War Rearmed III set together (Plus a bunch of other mods)
After the mod update, all the visual effects of the grenades have suddenly disappeared (explosions, smoke, even with smoke grenades). It seems as if only the visual effects are affected.
When I start this set without Controlled Throwing it works again.

I don't have the imagination to understand the problem on that.
Magiel  [author] 2 Dec, 2024 @ 1:48pm 
I thought it would be simple to do, but actually it is quite hard to do precisely because objects like buildings can have different heights. I would just add 2 meters to the slant (x) range and re-calculate the target location. But then to throw on a roof, you'll need to aim at the edge of it. It will not automatically find the height of a building.

For your other request, that is not hard to do, since the calculated throw speed is known. I'll just compare that to the throw speed the grenade would get at 100% (* the super soldier setting).
Cap10_Nade 2 Dec, 2024 @ 1:16pm 
Far be it from me to overstrain you, but would it be conceivable to realize a compact debug message that only shows the percentage of force used for last automatic throw?

This would make it easy to correct tricky throws with the manual control.

(I have 10 - 90 % each on the Ctrl + Shift + 1 to 9 keys and Ctrl and Shift also on mouse buttons. This way, no matter which power I choose, I'm ready for the next throw faster than Arma allows me to.)
Cap10_Nade 2 Dec, 2024 @ 1:03pm 
Apart from these considerations, I would think as low over the wall as possible, but as high as necessary to be sure that the grenade doesn't come back to me :D
Cap10_Nade 2 Dec, 2024 @ 1:00pm 
Estimates Throws over a wall are more common than onto a roof. If the grenade were to come to rest on average about 2 - 2.5 m behind the wall, this would probably be optimal. I just doubt whether it's that easy, as your own position when throwing is probably decisive, isn't it?
Magiel  [author] 2 Dec, 2024 @ 12:47pm 
I'm going to add this additional high throw with a boost, for sure. What do you think 1 or 2 meters behind the target?
Cap10_Nade 2 Dec, 2024 @ 12:12pm 
I just did a CQC Killhouse whatyoumaycallit mission with a backpack full of grenades, and in the narrow corridors with no ceiling the high throw was worth its weight in gold. Especially when you have to lean to the left and the grenade would otherwise bounce off an edge, I was often able to achieve outstanding accuracy with a high throw.

Similarly, if enemies are in front of a wall but entrenched behind sandbags, they don't stand a chance with the high throw.

I love it :clang:

I simply connect a second keyboard ;)
Magiel  [author] 2 Dec, 2024 @ 11:30am 
You didn't want more keybinding though ;-)
Magiel  [author] 2 Dec, 2024 @ 11:29am 
Yeah, nice one! Was wondering how people would respond to the high throw :-) Aim for a wall and have it throw just a 1 or 2 meters further so it lobs over. Great idea!
Cap10_Nade 2 Dec, 2024 @ 10:49am 
after a little more testing ... and it has never been easier and safer for me to throw grenades through windows ... I am currently hatching an idea for a possible further update:

Is it conceivable to give the automatic high angle throw a little optional boost, so that you aim at the top of a wall, for example, and throw just over it. Or straight onto the roof of a house, for example?
Magiel  [author] 2 Dec, 2024 @ 9:32am 
Awesome!

Normalization is only relevant for the manual power% throws. Consider:
- RGN grenade: 26 m/s speed
- RGO grenade: 18 m/s speed

With RGN selected for normalization, the following happens with a 50% throw:
- RGN: 13 m/s
- RGO: 13 m/s

So it’s 50% of the base grenade type.

Without normalization it’s 50% of its own speed, so 9 m/s for the RGO. The RGO will still be capped to 18 m/s max though, in this system.

In practice, the normalization makes grenades feel more then same and more predictable.

The automatic throws take care of all this for you, indeed. The normalization setting does not apply then.
Cap10_Nade 2 Dec, 2024 @ 8:33am 
Well, after a few test rounds in the editor, I bow my head in awe.

I'm afraid it's pretty cool, except that I've long had real problems with all the keys I need in Arma (plus mods). Nothing helps - now I need two extra key combinations.

Now I also understand that the new throwing system makes normalization virtually redundant, as it automatically adjusts throwing strength for accurate throws. (owever, it is still relevant for the classic system.)
Nevertheless, I will definitely use both systems as I often use walls on purpose to bounce grenades.

Thank you for making the (in my opinion) best throwing mod out there even better. You deserved a prize. :goldvein::selike:
_mickey_ 2 Dec, 2024 @ 8:07am 
@Magiel thanks bro, we are happy with your mod!
Magiel  [author] 2 Dec, 2024 @ 12:31am 
Hotfix version 1.2.1 restores the user selectable grenade normalization. By default no normalization is done.
Magiel  [author] 1 Dec, 2024 @ 10:20pm 
Hi guys,

I won’t be making animations. So feel free to not use the aim by looking, or to limit the maximum angle.

Regarding the normalization: it should not be necessary anymore to set it yourself. Let me know how you find the current throwing.
_mickey_ 1 Dec, 2024 @ 4:23pm 
@Magiel also seems to me, Cap10_Bull@ asks the right question. I would like to understand more precisely what this is
Cap10_Nade 1 Dec, 2024 @ 4:09pm 
"Removed:
- User settings for throwable normalization. This is now handled under the hood."

What does that mean? Is it disabled or active? I prefer this vanilla-style and would be unhappy if normalisation is forced.
_mickey_ 1 Dec, 2024 @ 2:14pm 
@Magiel Hi, buddy, I love your mod, but I want to say that without special animation, throwing in the direction where the player is looking looks not good. Game uses standard animation of the throw is forward, at the same time, your mod suggests throwing a grenade to the side. It seems to me that before adding this, you should make special animations for throwing to the sides.

Thanks for making it possible to disable this feature.
Magiel  [author] 1 Dec, 2024 @ 11:15am 
Well guys, you made me do it, I finally added the super soldier strength feature :-) You can choose to be up to 200% stronger than the regular ArmA dude :-)

Oh yeah, more features added:
- aim where you look instead of always directly forwards,
- keybind for auto power throw: throw at the right speed for your aim,
- keybind for auto power throw but at a higher angle for maximum range.

Enjoy!
Magiel  [author] 26 Nov, 2024 @ 12:22am 
@Yamyam I see, you are right of course the description mentions it. But I'm afraid my mod doesn't make satchels throwable, however it would work with throwable satchels. And their weight will probably restrict their throwing range quite a bit. Sorry for the confusion!
♂Yamyam Enjoyer♂ 25 Nov, 2024 @ 2:29pm 
@Magiel
Sorry for bothering, I assumed it did as the mod description mentions them ("- Heavier throwables (eg. satchels) still have limited throwing distance due to their weight."). I believe ACE3 does it but as you mentioned it also comes with it's own stuff and our group preferring to work with mostly vanilla ArmA stuff.
Magiel  [author] 25 Nov, 2024 @ 2:01pm 
@Yamyam Throwing satchels is not handled by this mod. Perhaps ACE3 does it?

@Wolfbite Not exactly what you are looking for but you can enable the "Normalize throws" and select the "RGN grenade" for most distance of all other grenades. There still is a limit based on grenade weight.

Hope it helps!
♂Yamyam Enjoyer♂ 20 Nov, 2024 @ 11:56am 
How do I throw a satchel? Do I need another mod?
WolfBite 3 Apr, 2024 @ 5:55pm 
Im with SPEC.F-04 if by any chance you add that in the future for super throwing i would be totally down to subscribe and award. Need something of the sort for my private spartan matches. But a great mod none-the-less. I wish modding arma was as simple as making a lua script lmao.
SPEC.F-04☠77thCSAR 16 Aug, 2023 @ 12:54pm 
@Magiel - Hello sir, I was looking for a mod like yours for vanilla hang grenades, but unfortunately 100% is the end, which is also arma's default setting. I'm looking for a mod where I can throw vanilla hand grenades like in the SOG DLC, like 150% or even 200%, no idea. Would it be possible for you to make such a mod? Greetings SPECI
morons always 19 Jul, 2023 @ 12:53pm 
you know you can turn off the ace guide lines, right? nevermind all the other approximations and inaccuracies arma is full of
_mickey_ 13 Jul, 2023 @ 4:21pm 
@Magiel

quote -"this board is for discussion on the mod"

Your mod is great, every time I turn on Arma3 I enjoy it. Thanks a lot!
_mickey_ 13 Jul, 2023 @ 4:16pm 
@Alfador

Quote -"If you dont like it, thats fine. Annoying people who have their own preferences is not fine.
Its a fucking game, and people will play as they like."

Dude you didn't get enough sleep...
Read again what I wrote and do not write nonsense. I'm not forbidding you to use all this crap, if you want to make a casual shooter out of Arma3, then good luck.


My speech was ONLY about milsim games! I said - "It looks too arcade in my eyes, it goes against the milsim genre."

The goal of a military simulator- is to simulate real life. Or will you argue with it?

IN REAL LIFE, THERE ARE NO NO AUXILIARY LINES FOR CORRECTING GRENADE THROWS, NO CROSSHAIRS FOR AIMING! Or again will you argue with it?

For this reason, I wrote that all this rubbish does not correspond to the spirit of a military simulator! Not for games in general...
Magiel  [author] 13 Jul, 2023 @ 5:42am 
Gents, this board is for discussion on the mod. Kindly stop your arguments here.
Alfador 13 Jul, 2023 @ 12:30am 
My person, the rules of a community or group are made by that very group.
If something does not float your boat, thats perfectly fine.
But you do not get to showboat around with saying "Anyone who argues with this will be arguing with reality".

If you dont like it, thats fine. Annoying people who have their own preferences is not fine.
Its a fucking game, and people will play as they like.
_mickey_ 24 May, 2023 @ 4:10am 
@Beware Medusa ► Stone Gaze �自 I think milsim game should not have any gameplay support drawn lines, HUD should be total zero! For what reason? Because in real life, in fact, a person does not see any HUD.
Anyone who argues with this will be arguing with reality.
morons always 24 May, 2023 @ 3:45am 
I don't think it goes against the spirit of "milsim" not that I have any interest in that myself, but as far as authenticity that is subjective - there are certain feelings in real life that can't be replicated perfectly in a game and that's how HUD elements assisting in proprioception develop over time. it would be nice to be able to turn off ace's but it's not exactly a cheat code at least, just looks funny.
_mickey_ 23 May, 2023 @ 10:55am 
@Isaacdevil below we discussed ACE3 mod throwing
Magiel  [author] 23 May, 2023 @ 1:59am 
Hi @Isaacdevel, there is no trajectory display thing in this mod...
Isaac 23 May, 2023 @ 1:43am 
Can you make a config option which allows you to disable the trajectory display thing?