Author: NerdMod
Author Website:

Requirements: No addons required

Version: 1.0.1 Alpha
Signed: No

Short description: iBuild allows for precise construction of modular buildings by utilising an intelligent snap mechanic along with objects that are explicitly designed to fit seamlessly together.

Date: 2014-11-29 00:59

Comments: (0)


iBuild (Modular Construction Mod)


iBuild is a standalone modification that aims to bring smart, intuitive, and user friendly construction mechanics to the ArmA series.
iBuild allows for precise construction of modular buildings by utilising an intelligent snap mechanic along with objects that are explicitly designed to fit seamlessly together.

Key Development Points:
  • I'm more experienced at being an ideas man than anything else.
  • Coding is my main area of knowledge and spans back to ArmA 2. No public releases though and around 6 months of coding time.
  • 3D Modelling, texturing, and importing are my weak points at this moment in time. I only have around 2-3 weeks worth of knowledge and experience in this area.
  • I am a little OCD when it comes to developing things so a lot is due to change and be added.
  • I have many ideas rush through my head constantly that I sometimes forget about. Only when someone ask's a question does it spring to mind.
Constructive criticism and feedback is encouraged and appreciated.
Thanks again for all your kind comments and feedback!

  • Zero dependencies:
      The iBuild mod is completely independent and requires zero 3rd party mods to function in all it’s delicious constructible glory.
  • Database support:
      iBuild will support multiple database types via a set of simple functions which will output the required data to be stored.
  • Lock & Key:
      Players can set locks on doors using a 4 digit key code system and the chosen code can then be shared with friends. However, players only need to enter the code once, and after doing so will receive unrestricted access through the door on a per session basis. The player will need to re-enter the code each time they join the server.

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

- Subscribe
- Enable Addon
- Enter Editor
- Place Unit
- Click Preview

Media: has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Youtube channel

Pre-Alpha is sorely for testing and not to be used on a public server!
Pre-Alpha has been released to mass test the basics and core mechanics of the mod and is by no means meant to be used on a public server. Full multi-player functionality will be implemented in a future update along with signature keys, so please be patient.

Make Arma Not War:
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.

Steam Workshop:
- Subscribe

License / Disclaimer:
- The iBuild mod may NOT be modified.
- The iBuild mod may NOT be included in any other mods in whole or part.
- Redistribution of the iBuild Mod or any of it's content is NOT permitted.

v1.0.1 Alpha
Documentation (iBuild Website):
- Updated "Install Guide" with new step: "#7 Configure iBuild via description.ext (optional):".
- Made some slight improvements to "The Basics" guide.
- Posted new guide & example mission on how to manually configure iBuild.
- Added action to workbench to allow manual save of iBuild structures to database.
Fixes & Tweaks:
- Fixed database not saving & loading correctly.
- Fixed issue with module placement not working correctly over water.

v1.0.0 Alpha
Key Bind Tweaks:
- ‘Use Action 1′ is now used to perform iBuild actions and module selection.
– ‘Use Action 1′ + SHIFT is now used to open introduction GUI.
– ‘Use Action 2′ is now used to show/hide plot boundary.
– Added the ability to configure iBuild via the missions description.ext > Mission Config:
– Added the ability to change the default custom controls id’s.
– Added the ability to set the default plot size.
– Added the ability to change the default iniDBI database save frequency.
– Added the ability to set a custom list of item class-names to use.
– Added a new Introduction GUI.
– Added a new module selection GUI.
– Added 4 new items: Plot Lease, Scrap Metal, Wood Planks, Wood Nails.
– Added new land plots mechanic, construction materials, and workbench.
– Added new ladders module.
– Added new barricaded window module.
– Added new generic door module.
– Added new generic garage module.
– Added new workbench module.
– Added instruction messages to keypad GUI.
– Garage doors can now be stacked to open/close in unison. (Only works with 2 stacked garages)
– Added new database functions for manual control of how iBuild modules are saved to your servers database.
– Added stringtable.xml for translations.
– Added ability to replace modules.
– Added support for custom made modules.
– Added new ‘NMIB_fnc_DbGetPlot’ database function.
– Added new ‘NMIB_fnc_DbGetPlotId’ database function.
– Added new ‘NMIB_fnc_DbGetPos’ database function.
– Added new ‘NMIB_fnc_DbGetDir’ database function.
– Added new ‘NMIB_fnc_DbGetVars’ database function.
– Added new ‘NMIB_fnc_DbSpawnModule’ database function.
Fixes & Tweaks:
– Re-organised file structure and cleaned some things up.
– Completely new module placement code that is more robust.
– Reworked & re-textured all modules.
– Temporarily removed ramp modules. (Undergoing a redesign)
– Removed pillared floor variant. (May be reintroduced in the future)
– Construction now requires building materials, a land plot, and access to it’s associated workbench.
– Improved design of keypad GUI.
– Improved the way iBuild handles custom controls.
– Optimised the way iBuild handles module variations.
– Reworked placement HUD.
- Removed construction time bar from top of screen.
- Removed info from top left of screen.
– Added constructible count of selected module. (Calculated from resource items currently in workbench)
- Changed construction time bar from 2D to 3D.
– Other general fixes and tweaks.
– Changed the way module placement direction is handled.
– Player is no longer required to hold his/her position whilst constructing a module.
– Player must now be within 4 metres of current placement position to construct module.
– Player can no longer shoot weapon whilst in construction mode.
– Tweaked ghost state colours. (Good = Green, Bad = Red, Replace = Purple)
– Improved construction time mechanic.
– Updated iniDBI database saving to work with new features.
Debug Tweaks:
– Set construction time for all modules to 1 second.
– Removed ‘delete module’ key.
– Removed ‘insta-build module’ key.
Known issues:
– Texture clipping on some placement ghosts.
– Foundation placement rules can sometimes be over sensitive.
– Collision & fire geometry is off a little on some modules.
– All modules are penetrable.
– Possible some bugs that were fixed in previous updates are present again. (Report any bugs).
Dev Note:
Full documentation for each feature will be written in due course.

pre-alpha v0.3.1
- Added basic database saving support for iniDBI. ({LINK VERWIJDERD - Spam alsjeblieft niet, en pas op voor oplichters.})
- Added basic Keypad GUI for locks.
- Players can now manually set keys for new locks.
Fixes & Tweaks:
- iBuild no longer auto selects the foundation module when enabled more than 20 metres above ground.
- Increased opacity of module ghost for better visibility.
- Garage doors can now be opened from the outside.
- Renamed garage door prompt from "Open/Close Doors" to "Open/Close Garage".

pre-alpha v0.3
- Added garage doors module.
- Added doorway module.
- Added pillared floor variation.
- Added first (very basic) iteration of the lock & key system. (Still requires input GUI)
Fixes & Tweaks:
- Number keys 1-9 now select module groups, and holding ALT whilst pressing number keys selects each module within the chosen category.
- Decreased construction times for faster testing.
- Ramp module has been redesigned to allow for building towers.
- Ramps can no longer be built mid air or on terrain.
- Floors can now be constructed from all 4 inner corners instead of only 3.
- Inner floors no longer require a foundation directly below.
- You can now bind 'Use Action 3' to insta-build modules. (For debugging purposes only!)
- You can now bind 'Use Action 4' to delete modules. (For debugging purposes only!)
- Reorganised & tweaked some config files.

Pre-Alpha v0.2
- Players can now bind their own action keys. (User Action 1, User Action 2)
Fixes & Tweaks:
- Foundations can no longer be stacked.
- Ramps can now be constructed on floors.
- Removed window barricade and fixed collision geometry.
- iBuild cross-hair disabled if player has weapon.

- first release

Forum topic:
- BI forums

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