activateAddons: Difference between revisions

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| Return addon from CfgPatches to which a given object belongs to.|= Description
| Return addon from CfhPatches to which a given object belongs to.|= Description
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|p1= object: [[Object]] - Object whose addon should be returned |= Parameter 1
|p1= valueA: [[Object]] - Object whose addon should be returned |= Parameter 1
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Revision as of 13:46, 30 May 2018

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Return addon from CfhPatches to which a given object belongs to.
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[object] call BIS_fnc_unitAddon
Parameters:
valueA: Object - Object whose addon should be returned
Return Value:
String - Addon class

Examples

Example 1:
[ player ] call BIS_fnc_unitAddon;

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

Notes

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

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