activatedAddons: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Arma[ _]3(\|.*)]]" to "{{GameCategory|arma3|Scripting Commands}}") |
Lou Montana (talk | contribs) m (Text replacement - "\{\{GameCategory\|(arma[0123])\|New[ _]Scripting[ _]Commands[ _]List\}\}" to "{{GameCategory|$1|New Scripting Commands}}") |
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Revision as of 22:03, 12 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;