Arma 3
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Riksu's Arma Additions (RAA)
   
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
39.627 MB
23 Jul, 2023 @ 7:59am
11 Mar @ 9:39am
11 Change Notes ( view )

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Riksu's Arma Additions (RAA)

Description
A variety of custom-made content for Zeus and players, designed to make Zeus' life easier and bring new stuff for players to play with.

So, at times while playing I find myself wishing to have some handy feature. I then go to Workshop to check if a mod containing that feature already exists. Sometimes they do, sometimes they don't. In latter case there's only one option: DIY!

That's what this mod is all about; adding features or any random things I (or someone else) feel like is missing from this otherwise so lovely game.



Features include, but are not limited to:
  • Number of custom Zeus modules like enhanced time skip[trello.com] with ACE Field Rations support.
  • Ability to place up to two items on external "Belt"[trello.com] (with visuals).
  • Addition of Defibrillator[trello.com] and AED for all of your medics' electrocution needs!
  • Subtle warnings[trello.com] of high thirst and hunger. No longer starve to death because you didn't realize you're hungry!
  • Items in inventory being damaged on hit[trello.com]. No longer nuke-proof magazines!
  • Number of other Quality-of-life and feature additions!
See full list of features and their descriptions in Trello.[trello.com]



Originally developped for use by Taisteluosasto Motti, a Finnish gaming group, since released for everyone to enjoy!

Enjoy! I certainly do!!
15 Comments
HBAOplus 26 Jun @ 5:16am 
@riksuFIN
Ok, thanks for the info
riksuFIN  [author] 25 Jun @ 11:37am 
Hi @HBAOplus

Knocking helmets off on hit is part of Damageable Items [trello.com] which should only run on players, never AI's.

So AI's helmets should never be knocked off, not by my scripts at least.
HBAOplus 25 Jun @ 8:22am 
@riksuFIN
Hi, just wanna know, when AIs' helmets be knocked off, will they pick them back again?
riksuFIN  [author] 9 Apr @ 4:17am 
Thanks for kind words @CyberMassacre

I never thought about KAT compatibility...
Perhaps I could add a compat that automatically hides defib if KAT is detected.. But what if someone still wants my defib for whatever reason?

Or I could move it to standalone file inside mod so user can just delete that file... But that's a hassle for user.

I dunno, I need to think, that is a fair point though. I just wish there was easy way to hide item via script...
CyberMassacre 8 Apr @ 9:57am 
This is fucking sick! The only feedback I have is it would be awesome if I could disable this mod's defibrillator to make it compatible with ACE KAT.
Boris 7 Dec, 2024 @ 12:39pm 
Great to know , thank you very much and keep up the good work mod is great !
riksuFIN  [author] 7 Dec, 2024 @ 12:35pm 
Thanks for feedback, very much appreciated!

Hmm.. I'm pretty sure animation menu should have CBA setting to disable it, under "general"...

I checked that ACEA.pbo has dependency on zeus.pbo, due to reason which was fixed in 1.37, just forgot to remove requirement. Error message should[/] be safe to ignore until next mod update.

I try to keep each pbo as independent as possible, with minimal hard requirements.
I also try to have CBA setting to disable anything that could potentially be unwanted, so if there's something I missed please let me know.

ACEA does include bit of other stuff, list can be viewed in Trello by filtering by .pbo.

As for modifying my content, as long as any redistribution is kept private (i.e. shared outside Workshop or in workshop as Unlisted mod) i'm fine with that. Just please don't share it as public mod without my seperate consent and do mention me as original author.
Boris 7 Dec, 2024 @ 12:03pm 
I was just wondering due to me not knowing if I could use your files seperately without permission if I do have the permission to do it and those 2 are the ones that include it without the other stuff and have no dependancies to other files i'll do it and i'd be very grateful, the only reason I would like it independantly is due to the animations menu not being able to be disabled or I might've not seen the setting to disable it , really love the mod tho it adds good things.
riksuFIN  [author] 7 Dec, 2024 @ 10:53am 
Hi @BORIS

Short answer: Sorry, I don't see that happening.

Long answer: While technically possible, i'm not really fond of idea of supporting several slightly different variations of same mod on Workshop, so i'm gonna have to say no at this time.

Just out of curiosity, is there a reason why you'd want them standalone? Most of RAA's "invasive" features can be disabled via CBA settings if they're in a way. Just curius.

If you wanted defib and other medical items you could also use KAT Medical , but that includes a metric ton of other stuff and complexity as well, so might not be best choise, even though most of them can be either disabled or ignored.

If touching mod's files is acceptable solution for you, you could delete everything but "ACEA.pbo", "common.pbo" and their keys from RAA's files. This of course will not work on public servers. Also not recommended unless you know what you're doing.
Boris 5 Dec, 2024 @ 4:59pm 
Would it be possible to make the defibrillator and medical items standalone ?