activatedAddons: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma3 |= Game name
|game1= arma3
|version1= 1.14


|1.14|= Game version
|gr1= Mods and Addons
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| Returns a list of all activated addons. |= Description
|descr= Returns a list of all activated addons.
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| '''activatedAddons''' |= Syntax
|s1= '''activatedAddons'''


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


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


|x1= <code>_addons = '''activatedAddons''';</code>|= EXAMPLE1
|seealso= [[activateAddons]]
 
}}
____________________________________________________________________________________________
 
| [[activateAddons]] |= SEEALSO


| |= MPBEHAVIOUR
<dl class="command_description">
____________________________________________________________________________________________
}}


<h3 style='display:none'>Notes</h3>
<dt></dt>
<dl class='command_description'>
<dd class="notedate">Posted on 2014-03-28 - 20:21</dd>
<!-- Note Section BEGIN -->
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dd class="notedate">Posted on March 28, 2014 - 20:21
<dd class="note">
<dt class="note">'''[[User:Tankbuster|Tankbuster]]'''<dd class="note">
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.
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.
<code>{[[if]] (! (["a3_", _x] [[call]] [[BIS_fnc_inString]])) [[then]] {[[diag_log]] _x;}  } [[forEach]] [[activatedAddons]];</code>
<sqf>{if (! (["a3_", _x] call BIS_fnc_inString)) then {diag_log _x;}  } forEach activatedAddons;</sqf>


<!-- Note Section END -->
</dl>
</dl>
<h3 style='display:none'>Bottom Section</h3>
[[Category:Arma 3: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:Arma 3: Scripting Commands]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command Group: Curator|{{uc:{{PAGENAME}}}}]]

Latest revision as of 00:06, 14 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;