activateAddons: Difference between revisions

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<dd class="notedate">Posted on Jan 21, 2009 - 12:37</dd>
<dd class="notedate">Posted on Jan 21, 2009 - 12:37</dd>
<dt class="note">[[User:WGL.Q|WGL.Q]]<dd class="note">
<dt class="note">[[User:WGL.Q|WGL.Q]]<dd class="note">

Revision as of 21:42, 5 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Mods and Addons

Syntax

Syntax:
Syntax needed
Parameters:
[addon1, ...]: Array
Return Value:
Return value needed

Examples

Example 1:
activateAddons ["BISOFP"];

Additional Information

See also:
unitAddonsactivatedAddons

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on Jan 21, 2009 - 12:37
WGL.Q
Be aware that "Addon1" is the cfgPatches class of the desired addon to preload.
Posted on May 10, 2009 - 11:17
UNN
This command will activate addons that are referenced via scripts but not included in a missions required addons section. If executed from a configs init event with the call command, it will effectively override a missions required addons, preventing them from being activated (Appears to only happen in multi player). To activate the passed addons along with those defined in the mission.sqm, execute the command from a configs init event using spawn or execVM. UNN