activatedAddons: Difference between revisions

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m (Bot: Reverted to revision 83041 by Ffur2007slx2 5 on 2014-08-21T15:03:28Z)
m (template:command argument fix)
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| '''activatedAddons''' |= Syntax
| '''activatedAddons''' |= Syntax


| [[Array]] |= RETURNVALUE
| [[Array]] |RETURNVALUE=  




|x1= <code>_addons = '''activatedAddons''';</code>|= EXAMPLE1
|x1= <code>_addons = '''activatedAddons''';</code>|EXAMPLE1=


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| [[activateAddons]] |= SEEALSO
| [[activateAddons]] |SEEALSO=  


| |= MPBEHAVIOUR
| |MPBEHAVIOUR=  
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}}
}}

Revision as of 11:28, 7 April 2019

Hover & click on the images for description

Description

Description:
Returns a list of all activated addons.
Groups:
Uncategorised

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

Notes

Posted on March 28, 2014 - 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;

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