Arma 3
[UCM] Utilities Construction Mod
72 Comments
Lying Sack Of Fun Mar 24, 2022 @ 1:31am 
Love the customization options. Now I can have stormtroopers building bunkers with materials brought in by starship.
Fuzzle Aug 14, 2021 @ 1:52am 
Does the persistence in this work if I'm not using ALiVE?
Catchdog May 8, 2021 @ 4:28pm 
Will this work if the I enable dynamic simulation?
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?
Lazyusuf Feb 4, 2019 @ 5:05am 
Scripting function 'scar_ucm_fnc_requestworkers' is not allowed to be remotely executed

how can i solve this problem

Bobby McGirthy Feb 1, 2019 @ 11:15pm 
wait... would this work with Pilgrimage?
Aldar Ducken Dec 18, 2018 @ 4:51am 
Is that possible to edit manually persistence saved data ? if yes, where to find it ? thanks.
Aldar Ducken Oct 25, 2018 @ 5:46am 
Is that possible with that mod to costructing houses ?
misultin  [author] Aug 22, 2018 @ 4:43am 
@GrapefruitGus@91NightFox sorry I don't even have Arma installed rn, can't check if something broke.
wanax 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.
もなワールド Mar 20, 2018 @ 4:13am 
all this mod needs is an "Engineer" to act as the woker's leader. That way you don't need to ask all your workers to get in the vehicle and to get out, one by one. Engineer could use the white helmet and workers a yellow helmet so it is easy to recognize.
misultin  [author] Feb 1, 2018 @ 3:16am 
@PAGEYxBREA it would be the same. ACE interactions are substituted with vanilla ones, that is all.
Lactating mothers Jan 31, 2018 @ 5:00pm 
can you do a tutorial for non ace?
Rabbit Dec 18, 2017 @ 9:49am 
Great mod, good for rp servers. I love it man!
misultin  [author] Dec 18, 2017 @ 6:45am 
EDEN, through modules. Videos available above.
ember Dec 15, 2017 @ 7:53pm 
Is this used as zeus or in 3den?
misultin  [author] Dec 1, 2017 @ 2:44am 
@Sabre One you can choose what you want your workers to do.
Sabre One Nov 29, 2017 @ 10:17am 
Any chance this might be intergrated into a camp construction system? Having IDAP set up camps, or combat engineers setting up compisitions would be fantastic.
Casia Loopy Nov 18, 2017 @ 8:23am 
This look really cool. Worthy of starting Arma up after a year.
Sleepy Joe Nov 4, 2017 @ 7:30am 
since i have started to run own arma server, i see much more the full beauty of arma, like this mod. ALiVE, Spyder_Addons, DAA Airports, ATS Train mod and [UCM] Utilities Construction Mod.. are great steps forward for ARMA. +1 fngd work! Thanks for sharing it with us
Jakes Oct 27, 2017 @ 7:05am 
im gonna do some more testing without additional mods to see if i can isolate the issue
misultin  [author] Oct 27, 2017 @ 4:42am 
@Jakes not enough information. Please open a ticket on Github https://github.com/ostinelli/SCAR_UCM
Jakes Oct 27, 2017 @ 1:56am 
Had a issue where, on a dedicated server, i cant request workers only supplies.
ACE and CBA on server......any suggestions?
tourist Oct 16, 2017 @ 2:00am 
@_SCAR THX for the fast response; will try my luck following your ideas for the callback of "UCM_ConstructionDone"
misultin  [author] Oct 16, 2017 @ 1:48am 
@tourist please use Github to keep track of these, it's probably simpler. :) I haven't exposed this data in functions yet (I might do so), for the time being you can listen to the "UCM_ConstructionDone" event to know when a construction is done, set a global variable in the callback and have a trigger listen to the value of that global variable.
tourist Oct 15, 2017 @ 11:35am 
Hi _SCAR,

I want to use your UCM in an ALiVE mission and have a question regarding the "Hearts&Minds" aspect.

There is code available from the ALiVE forums allowing to decrease the hostility of the ALiVE civilians towards the player side if a condition is met. This code can be used in a trigger's on Activation field:

"What I've doing in my current mission is I've created a small fenced off detention area to hold troublesome civilians.
Then created a trigger the same size as the area and have it trigger every x amount of minutes/hours.

Then using something like

[getPos <triggername>, [side player], -10] call ALIVE_fnc_updateSectorHostility;

should slowly bring down the hostility of your detainees."

How can I check in a trigger's condition field if a UCM project is finished?
Jakes Oct 11, 2017 @ 9:56am 
thx for making and updating this mod :)
misultin  [author] Oct 10, 2017 @ 3:06am 
@DeathRoams if you were ordering them to get in vehicle next to the construction area, it might have been a bug. Please check current version. if this still doesn't work open a github ticket with all details for me to reproduce. Thank you for your report!
DeathRoams Oct 9, 2017 @ 5:32pm 
Why do the ai keep hoping out of the vec. that i tell them to get into?(Useing IDAP vecs.)
misultin  [author] Oct 9, 2017 @ 2:01am 
@Blueduckraider50 Yes.
Blueduckraider50 Oct 8, 2017 @ 2:51pm 
Does this support multiple construction "objectives"?
Like having 2 foremans, with 2 individual construction sites, landing sites and helicopter origin sites.
LAYKing Oct 1, 2017 @ 11:05am 
cool
Максим Sep 30, 2017 @ 1:18pm 
Hi, many thanks for your work. I've made a SP mission with it : http://steamcommunity.com/sharedfiles/filedetails/?id=1152995364
misultin  [author] Sep 30, 2017 @ 10:15am 
@EtsDriver ^^_
Ynfari Sep 30, 2017 @ 3:05am 
@_SCAR Thank you for changing ACE to be optional, so far this mod look so good! :)
[ACES]Hotbird p.r.o elite Sep 29, 2017 @ 1:24pm 
It looks like a good tool for "Hearts and Minds" missions
misultin  [author] Sep 29, 2017 @ 1:38am 
@PAGEYxBREA @Helleborus Niger @EtsDriver @Bospor @KingHoppR as per your requests, ACE is now optional.
Sensethenn Sep 28, 2017 @ 5:24pm 
what the fuck
Fletch Sep 28, 2017 @ 12:59pm 
@STONEDFOX, Im using the mod so that you can protect construction workers create fortificatios like towers, barricades and defense lines right before a battle takes place. Theres an idea for ya :p
misultin  [author] Sep 28, 2017 @ 9:44am 
@[TF51] Chr1sN4tion Gaming ツ LOL
pixel_de Sep 28, 2017 @ 9:36am 
AMAZING! GREAT! ULTRANICE!
CHR3S Sep 28, 2017 @ 8:48am 
El Berl Sep 27, 2017 @ 5:06pm 
To roleplay as Bob the Builder!
W1ggen Sep 27, 2017 @ 2:29pm 
seems good, but cant figure out what to use it for. Any ideas?
sirhc221 Sep 27, 2017 @ 6:44am 
Can't wait to try it out
Hindenburg1911 Sep 27, 2017 @ 5:54am 
good work guy nice mod
Lactating mothers Sep 26, 2017 @ 5:49pm 
yeah another +1 for a non Ace version to make missions with