activateAddons: Difference between revisions
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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]]. [[User:UNN|UNN]] | 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]]. [[User:UNN|UNN]] | ||
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Revision as of 22:33, 16 June 2021
Description
- Description:
- Activates the listed addons. The list of active addons is initialized during this function.
- Groups:
- Mods and Addons
Syntax
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Mods and Addons