activatedAddons: Difference between revisions

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{{Command|Comments=
{{Command


| arma3 |Game name=
| arma3


|1.14|Game version=
|1.14


|gr1 = Mods and Addons |GROUP1=
|gr1 = Mods and Addons


| Returns a list of all activated addons. |DESCRIPTION=
| Returns a list of all activated addons.


| '''activatedAddons''' |SYNTAX=
| '''activatedAddons'''


| [[Array]] |RETURNVALUE=
| [[Array]]




|x1= <code>_addons = '''activatedAddons''';</code>|EXAMPLE1=
|x1= <code>_addons = '''activatedAddons''';</code>




| [[activateAddons]] |SEEALSO=
| [[activateAddons]]


| |MPBEHAVIOUR=  
| |MPBEHAVIOUR=  

Revision as of 00:03, 18 January 2021

Hover & click on the images for description

Description

Description:
Returns a list of all activated addons.
Groups:
Mods and Addons

Syntax

Syntax:
activatedAddons
Return Value:
Array

Examples

Example 1:
_addons = activatedAddons;

Additional Information

See also:
activateAddons

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 March 28, 2014 - 20:21
Tankbuster
This command can return a large array, often too large to be diag_log'd or hinted. At the time of writing, my game returned an array with 389 elements. The code below will ignore all the BI addons (they start with a3_) and writes the rest (ie, all your custom addons) to the RPT. {if (! (["a3_", _x] call BIS_fnc_inString)) then {diag_log _x;} } forEach activatedAddons;

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