Nels0 / SCAR_UCM

Utilities Construction Mod for Arma 3.

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Utilities Construction Mod

The Utilities Construction Mod is a module for Arma 3. Quickly add construction areas in your missions for pipelines, railways, electric lines, and such.

This module is still in early beta. Some changes and bugs are to be expected.

Video Trailer

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Video Tutorial

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Dependencies

Compulsory

Optional

  • ACE3 (Steam, Github). 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.

The presence of ACE on the server will set the type of interactions on the clients.

Example mission

You can download an example mission from here.

Download

You can get the module from Steam.

Persistence

UCM has its own Persistence Module. It works by saving data to the profileNamespace on the server. You will see the save menu in the standard Arma menu of the Pause screen.

A few important things to note:

  • The Persistence Module saves only UCM data, the rest is left to Arma or other modules you may be using.
  • If you add / rename the variable names of the UCM Logic modules, your persistence will be lost.

ALiVE integration

UCM supports ALiVE natively, with some caveats.

ALiVE objectives

The Construction Area is automatically added as a Custom Objective to the hostile OPCOMs. This objective is also moved when the construction moves.

ALiVE profiles

The workers are not profiled by ALiVE Virtual_AI_System, and therefore they will not be attacked by profiled enemies when they are virtualized. This substantially means that at least one player needs to be next to the workers, which will cause ALiVE profiled enemies to be spawned on the map and hence attack the workers.

ALiVE Persistence

UCM integrates with ALiVE save features. Therefore, if you want UCM data to be also saved when you save ALiVE, the only thing you have to do is to drop the UCM Persistent Module in your mission in addition to the ALiVE Data module.

UCM data will be saved locally, regardless of the ALiVE Data setting.

Functions

SCAR_UCM_fnc_isInitialized
Description:
Returns if the UCM module is initialized.

Parameter(s):
0: OBJECT - The logicModule.

Return:
0: BOOLEAN

Example:
[_logicModule] call SCAR_UCM_fnc_isInitialized;

Events

NAME DESCRIPTION PARAMS
UCM_ConstructionAreaMoved Construction Area was moved. _logicModule, _currentPiece
UCM_ConstructionDone Construction is completed. _logicModule
UCM_ConstructionNowInProgress Construction work is now ongoing. _logicModule, _currentPiece
UCM_NoWorkersInConstructionArea Construction works are stopped, there are no more workers on the site. _logicModule, _currentPiece
UCM_NoMaterialsInConstructionArea Construction works are stopped, there are no more materials on the site. _logicModule, _currentPiece
UCM_WorkerKilled A worker has been killed. _logicModule, _worker
UCM_RequestedMaterials New workers have been requested. _logicModule
UCM_RequestedWorkers New materials have been requested. _logicModule

All events will be called on the server only.

You can subscribe to events in your scripts with CBA_fnc_addEventHandler or CBA_fnc_addEventHandlerArgs. For instance:

private _id = ["UCM_ConstructionAreaMoved", {

	params ["_logicModule", "_currentPiece"];

	private _mapPosition = mapGridPosition getPos _currentPiece;
	systemChat format ["Construction area is now at %1", _mapPosition];

}] call CBA_fnc_addEventHandler;

Thank you

Thanks to all alpha and beta testers, in particular:

  • 2RGT Hollywood
  • W4lly63

Contribute

So you want to contribute? That's great! Please follow the guidelines below. It will make it easier to get merged in.

Before implementing a new feature, please submit a ticket to discuss what you intend to do. Your feature might already be in the works, or an alternative implementation might have already been discussed.

Do not commit to master in your fork. Provide a clean branch without merge commits. Every pull request should have its own topic branch. In this way, every additional adjustments to the original pull request might be done easily, and squashed with git rebase -i. The updated branch will be visible in the same pull request, so there will be no need to open new pull requests when there are changes to be applied.`

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Utilities Construction Mod for Arma 3.

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