activatedAddons: Difference between revisions

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m (Text replacement - "{{GameCategory|arma3|New Scripting Commands}} {{GameCategory|arma3|Scripting Commands}} {{uc:{{PAGENAME}}}}" to "")
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|x1= <code>_addons = '''activatedAddons''';</code>
|x1= <code>_addons = '''activatedAddons''';</code>


| [[activateAddons]]
|seealso= [[activateAddons]]
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Revision as of 00:20, 17 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Mods and Addons

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

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 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;