activateAddons: Difference between revisions

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|x1= <code>[[activateAddons]] ["BISOFP"];</code>
|x1= <code>activateAddons ["BISOFP"];</code>


|seealso= [[unitAddons]] [[activatedAddons]]
|seealso= [[unitAddons]] [[activatedAddons]]

Revision as of 11:01, 12 May 2022

Hover & click on the images for description

Description

Description:
Activates the listed addons.
Groups:
Mods and Addons

Syntax

Syntax:
activateAddons addonsList
Parameters:
addonsList: Array of Strings
Return Value:
Nothing

Examples

Example 1:
activateAddons ["BISOFP"];

Additional Information

See also:
unitAddons activatedAddons

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
WGL.Q - c
Posted on Jan 21, 2009 - 12:37 (UTC)
Be aware that addon's string is the CfgPatches class of the desired addon to preload.
UNN - c
Posted on May 10, 2009 - 11:17 (UTC)
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.