activateAddons: Difference between revisions
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Be aware that "Addon1" is the cfgPatches class of the desired addon to preload. | Be aware that "Addon1" is the cfgPatches class of the desired addon to preload. | ||
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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_code|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]]. [[User:UNN|UNN]] | |||
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Revision as of 12:17, 10 May 2009
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:
- See also needed
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
-
Be aware that "Addon1" is the cfgPatches class of the desired addon to preload.
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