activatedAddons: Difference between revisions
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{{Command | {{Command | ||
| arma3 | | arma3 | ||
|1.14 | |1.14 | ||
|gr1 = Mods and Addons | |gr1 = Mods and Addons | ||
| Returns a list of all activated addons. | | Returns a list of all activated addons. | ||
| '''activatedAddons''' | | '''activatedAddons''' | ||
| [[Array]] | | [[Array]] | ||
|x1= <code>_addons = '''activatedAddons''';</code> | |x1= <code>_addons = '''activatedAddons''';</code> | ||
| [[activateAddons]] | | [[activateAddons]] | ||
| |MPBEHAVIOUR= | | |MPBEHAVIOUR= |
Revision as of 00:03, 18 January 2021
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;