activatedAddons: Difference between revisions

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|r1= [[Array]]
|r1= [[Array]]


|x1= <sqf>_addons = '''activatedAddons''';</sqf>
|x1= <sqf>_addons = activatedAddons;</sqf>


|seealso= [[activateAddons]]
|seealso= [[activateAddons]]
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<dd class="notedate">Posted on March 28, 2014 - 20:21</dd>
<dd class="notedate">Posted on 2014-03-28 - 20:21</dd>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dd class="note">
<dd class="note">

Latest revision as of 23:06, 13 May 2023

Hover & click on the images for description

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
Posted on 2014-03-28 - 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;