Arma 3
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[UCM] Utilities Construction Mod
 
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
0.720 MB
Sep 24, 2017 @ 10:20am
Jan 3, 2018 @ 8:24am
12 Change Notes ( view )

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[UCM] Utilities Construction Mod

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Description
The Utilities Construction Mod (aka UCM) allows to quickly add construction areas in your missions for pipelines, railways, electric lines, and such.

Being a fan of milsim, the main reason I developed this mod was to give an objective purpose for staying in specific areas, especially for persistent servers. Having a lot of small tasks such as the ones that ALiVE gives you it's really great, but having (for instance) a pipeline to build qualifies the presence and gives specific time limits for a faction to be in an area.

Please note that this mod is still in early beta. Some changes and bugs are to be expected. 

Sample mission
A sample mission can be downloaded from here:
https://github.com/ostinelli/SCAR_UCM/raw/master/resources/ucm_demo.Altis.zip

ACE
UCM does not need ACE to run, but if enabled the Interaction and Cargo functionalities will the the ones of ACE, otherwise they will default to enhanced vanilla ones.

Persistence
UCM has its own Persistence Module that allows you to save UCM data.

ALiVE
UCM is integrated with ALiVE, with some caveats. Refer to Github for notes.

Github
https://github.com/ostinelli/SCAR_UCM

Why
If you are the "Rooty tooty point and shooty" type of person, this mod may not be for you. It will not give you additional things to shoot at; rather, creative usage can offer you a purpose for simulating real life scenarios in war areas.

Thank you
Thanks to all alpha and beta testers, in particular:

* 2RGT Hollywood
* W4lly63
Popular Discussions View All (2)
3
Oct 11, 2017 @ 7:59am
Persistence? I need a railway in Altis!
NightmareHxC
< >
72 Comments
Justice Molton Mar 11, 2019 @ 1:29am 
How can i make it that after the work is done, a another script starts to add points?
[TR] A3 TURKLIFE RPG Acildi Feb 4, 2019 @ 5:05am 
Scripting function 'scar_ucm_fnc_requestworkers' is not allowed to be remotely executed

how can i solve this problem

Graev Feb 1, 2019 @ 11:15pm 
wait... would this work with Pilgrimage?
Banania Dec 18, 2018 @ 4:51am 
Is that possible to edit manually persistence saved data ? if yes, where to find it ? thanks.
Banania Oct 25, 2018 @ 5:46am 
Is that possible with that mod to costructing houses ?
_SCAR  [author] Aug 22, 2018 @ 4:43am 
@GrapefruitGus@91NightFox sorry I don't even have Arma installed rn, can't check if something broke.
EggplantEvan Jul 29, 2018 @ 8:53pm 
Anyone know if this mod still works? I tried setting it up, but the materials delivered weren't ace interactable, so I couldn't move them.
Charles Jun 11, 2018 @ 6:25pm 
Could you use this to build wells or schools in a mission, or is it mainly for lengthy things like pipes and railroads?
91NightFox Apr 23, 2018 @ 8:32pm 
Second question for you; based on my testing, the only materials that are viewed as valid are ones that are delivered by helo, prepositioned materials are not seen as valid for construction purposes. Is there any way to make it so that prepositioned materials are used by the mod?
91NightFox Apr 23, 2018 @ 6:53pm 
_SCAR, is there any way to change the appearance of the workers/foreman? I'm wanting to construct a mission where the PCs are defending a NPC engineer unit while they build a bridge. It would look significantly better if said unit wasn't in high visibility jumpsuits and vests.