activateAddons: Difference between revisions
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Revision as of 23:11, 18 January 2021
Description
- Description:
- Activates the listed addons. The list of active addons is initialized during this function.
- Groups:
- Mods and Addons
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
- 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
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Mods and Addons
- Operation Flashpoint: Elite: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands