Hiding struct fields from call stack printer on error

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Hi guys!
I've got a MAXScript tool that uses structs with inherited methods and other structs with their own methods...
And I've got a HUUGE problem: as a runtime error occurs, MAX tries to print the call stack, and it takes a VERY long time, like I'm just waiting near a half of hour to simply see the error text(I don't really need the call stack often, and I can store it manually if i wish to).
So, the questions're:
1) How can I "hide" struct members to make them not be printed, or can I kinda turn off call stack display? I know about "private" member definition, but it won't work in 3D MAX 9 SP 2, that I must support in my script.
2) How can I break the script execution? I mean like a result of an error throw - the script just stops all work and returns at the top level of the call stack.