activateAddons: Difference between revisions
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<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on Jan 21, 2009 - 12:37 | |||
<dt class="note">'''[[User:WGL.Q|WGL.Q]]'''<dd class="note"> | |||
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. | ||
Revision as of 16:27, 31 March 2014
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.
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