activateAddons: Difference between revisions

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[[Category:Scripting Commands OFP Elite |ACTIVATEADDONS]]
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[[Category:Scripting Commands Armed Assault|ACTIVATEADDONS]]
[[Category:Scripting Commands Armed Assault|ACTIVATEADDONS]]
[[Category:Command_Group: Mods_and_Addons|{{uc:{{PAGENAME}}}}]]
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Revision as of 14:17, 18 September 2020

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Activates the listed addons. The list of active addons is initialized during this function.
Groups:
Mods and Addons

Syntax

Syntax:
activateAddons [addon1, ...]
Parameters:
[addon1, ...]: Array
Return Value:
Nothing

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

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