• Announcements

    • Flosstradamus

      Official Discord   03/15/17

      https://discord.gg/FMkqWpF Click the link above and join our Official Discord!  Chat with developers and get quicker support!
    • Vishpala

      New XM8 Discord Bot   05/15/17

      Our new XM8 Discord Bot will send you notifications about events happening in-game, even if you are not online!  Read about it on the Devblog:  

Adam Kadmon

  • Content count

  • Joined

  • Last visited

Community Reputation

33 Good


About Adam Kadmon

  • Rank
  1. Not planning on using it on Esseker
  2. @MetalHead @TroyT any change u guys can re-release it on github with all the changes to make it work?
  3. LOL I had no idea
  4. Not sure what JOJO is lol
  5. @jaxx0rr how do you make it so it doesn't show players or vehicles but only AI?
  6. FOUND THE INTRUDER HMMWV_M2_GPK_1 exile_psycho_hmmw\data\hmmwv_canvas_1_as.paa. IS FINALLY GONE! HURRAY!
  7. Does anyone know where to modify timer for how long it takes to plant them? Very much appreciated!
  8. Bumped. I need this too!
  9. Hey just out of curiosity. Whenever the server restarts Tanks lose HEAT rounds. Same thing happens when they are put into and pulled out of the garage. Does that happen to you as well? And of course, they can't be rearmed with heat rounds as well after that..
  10. Aight so experimenting yesterday I found out that if you have in your createPersistent or carefulCreate (vehicle) Exile files this line: _vehicleObject setVehicleAmmo 0; To basically prevent vehicles bought from trader to spawn with ammo, it will break the system and only partially rearm vehicles, so yeah, if you want to be able to rearm all magz for a specific vehicle remove that. Now on a side note, script is basically almost completely working, the only thing that is not working is tanks. Apparently tanks, when fully armed, start with a negative rearm cost, that is because one file is not calling the correct loadout for tanks specifically, a way around this I found was defining in the AVS_Configuration file a really HIGH price for Tanks mags, which basically make it so that one of the magazines is discharged a little, it will bring the negative price up to positive, the only problem is, unless u set it crazy high, people will be able to refuel their tanks for a fairly cheap price. If someone would like to figure out the tank problem, let me know... I think it's the getCurrentloadout file, that basically is not showing the weapons and magazines of the turret [0,0] in tanks but only [0]
  11. Ok guys, I updated the file. Sorry for the delay. Anyways, as I said, I fixed the blacklist issue, and the rearm works without re-adding blacklisted weapons. Now what I am going to tackle is the fact that it only rearms 1 magazine instead of all of them, and hopefully I can even add an option to rearm specific magazines. Do not expect any updates soon, at least not before the end of May possibly, unless I manage to get all my university projects done before graduation
  12. Yes it does apparently, tho I will work on that as soon as I have time. Btw looks like my repo didn't update some stuff, so I will have to fix it today when I go back. Another bug that is still present is the fact that it only rearms one mag per weapon, so I will have to check the code and modify it so that it rearms multiple mags..
  13. Hello! After some work and thanks to @odizzzzle I am proud to release a 1.4.5 version that includes the extDB3 compatibility from Odiz's fork and my personal fixes for various RPT errors as well as Blacklisted Ammo/Weapons working properly. https://github.com/AdamKadmon/AVS/releases/tag/1.4.5