activateAddons: Difference between revisions
Jump to navigation
Jump to search
m (Text replacement - "\[\[[cC]ategory:[sS]cripting [cC]ommands\|[a-z A-Z 0-9_]+\]\]" to "") |
Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[.*\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
||
Line 17: | Line 17: | ||
|x1= <code>[[activateAddons]] ["BISOFP"];</code> | |x1= <code>[[activateAddons]] ["BISOFP"];</code> | ||
| [[unitAddons]], [[activatedAddons]] | |seealso= [[unitAddons]], [[activatedAddons]] | ||
}} | }} | ||
Revision as of 23:20, 16 February 2021
Description
- Description:
- Description needed
- Groups:
- Mods and Addons
Syntax
- Syntax:
- Syntax needed
- Parameters:
- [addon1, ...]: Array
- Return Value:
- Return value needed
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