activateAddons: Difference between revisions
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[[Category:Scripting Commands ArmA|ACTIVATEADDONS]] | [[Category:Scripting Commands ArmA|ACTIVATEADDONS]] | ||
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[[Category:Scripting Commands | [[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 23:29, 9 January 2020
Description
- Description:
- Activates the listed addons. The list of active addons is initialized during this function.
- Groups:
- Uncategorised
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
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
Bottom Section
Categories:
- Scripting Commands
- Introduced with Arma version 1.00
- Arma: New Scripting Commands
- Arma: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP Elite
- Scripting Commands ArmA
- Command Group: System Commands
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters