activateAddons: Difference between revisions
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{{ | {{Function|= Comments | ||
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| | | Return addon from CfhPatches to which a given object belongs to.|= Description | ||
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| | | [object] call [[BIS_fnc_unitAddon]] |= Syntax | ||
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|p1= | |p1= valueA: [[Object]] - Object whose addon should be returned |= Parameter 1 | ||
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| [[ | | [[String]] - Addon class |= Return value | ||
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|x1= <code>[[ | |x1= <code>[ [[player]] ] [[call]] [[BIS_fnc_unitAddon]];</code> |= | ||
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| [[unitAddons]], [[activatedAddons]] |= See also | | [[unitAddons]], [[activatedAddons]] |= See also | ||
}} | }} | ||
Revision as of 13:41, 30 May 2018
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