opec666 22 Posted May 30, 2015 (edited) Dungeons v0.5.8 Addon required: xCam_EU.pbo (636 kb, included in download) Steam workshop page Zip download - includes addon xCam_EU.pbo, its bikey, and the mission PBO. Generate unique dungeons on the fly. Cells are 100m^2. Currently featuring three to-be-expanded maps, with more in the works: - Caverns - Trenches - Arena Featuring TvT (40/40/40/1 slots) action currently. The tiles change color according to which faction is closest to it. Upon being killed you will respawn in a random tile that belongs to your faction. The single civilian slot is for the Smoke Monster. Will be adding COOP (with DAC) and RPG modes soon. I included instructions (readme.txt) and a template mission folder for using (the full version) X-Cam in the editor. To make a new "map", you need only generate a minimum of one design for each of the five possible shapes: closed (1 shared edge), adjacent (2), straight (2), tri (3), and quad (4). Edited June 13, 2015 by opec666 updated to v0.5.8 Share this post Link to post Share on other sites
tortuosit 486 Posted May 30, 2015 Video not available in Germany because of the music, may contain music from SME. Share this post Link to post Share on other sites
Richie 330 Posted May 30, 2015 Would this work on Chernarus to create a compound ? it looks awesome. Share this post Link to post Share on other sites
kremator 1065 Posted May 30, 2015 Very cool indeed! Share this post Link to post Share on other sites
opec666 22 Posted May 31, 2015 Would this work on Chernarus to create a compound ? it looks awesome. Yes! I just worked on making it map-agnostic, and added parameters for choosing the exact grid coordinate you want it to begin in. I tried it out quickly with the A2OA Desert map. http://i.imgur.com/YjP5g5B.jpg (283 kB) http://i.imgur.com/2RseWBE.jpg (318 kB) Next up: nailing down rules so there's no open connections left anywhere. After that: more designing in x-cam. I know it will really start to shine once I add more than a single design for all five shape types! Share this post Link to post Share on other sites
Richie 330 Posted May 31, 2015 Yes! I just worked on making it map-agnostic, and added parameters for choosing the exact grid coordinate you want it to begin in. I tried it out quickly with the A2OA Desert map. You just made my day :) Let me know if you need any testers, i have a spare server and free time, good luck Opec, this is something specal. Share this post Link to post Share on other sites
quiet_man 8 Posted June 2, 2015 I assume this is not AI friendly ;) But never the less: looks impressive Share this post Link to post Share on other sites
opec666 22 Posted June 13, 2015 I assume this is not AI friendly ;)But never the less: looks impressive That remains to be seen. I haven't gotten to testing that thoroughly yet. I've uploaded a new version (check the OP). Here's a video showing off a preliminary version of "Caverns" in the Smoke Monster slot: I have tons of work to do on fleshing out various game modes and adding new maps and possibilities to existing maps. Share this post Link to post Share on other sites
Bronze 10 Posted June 13, 2015 this is where gimmicks come to breed Share this post Link to post Share on other sites
x39 101 Posted June 15, 2015 great job but i currently dont see where the usefulnes for ArmA is in this Share this post Link to post Share on other sites
opec666 22 Posted June 18, 2015 great jobbut i currently dont see where the usefulnes for ArmA is in this Where's your imagination? Today I threw together a version of our group's Dynamic Attack & Defend TvT mission to incorporate the caverns dungeon. The attackers were flanking the other team by going underground. In reality it was building everything far off the coast of Altis and had corresponding coordinates for everything under the defending team's objective. Share this post Link to post Share on other sites
Bronze 10 Posted June 18, 2015 i currently dont see where the usefulnes for ArmA is in this you lack imagination Share this post Link to post Share on other sites
spirit6 51 Posted June 19, 2015 Cool stuff. I am a great fan of the spacehulk board game and in Left 4 Dead somebody made already a mod for it: I could imagine happening something like that in the arma world with this stuff. Curious to see if some fanatasy brains can figure something nice for this. Maybe Taliban caves :) Share this post Link to post Share on other sites
opec666 22 Posted June 19, 2015 I did some testing with AI. Soon after spawning they would walk right through structures and get stuck inside of them. Very disappointing. Still, maybe I can make a nice RPG game with static NPC's. Share this post Link to post Share on other sites
opec666 22 Posted June 25, 2015 http://imgur.com/a/XEJEn Here's all that's done so far for the new Sealand. I hope to get at least four more presets done tomorrow so there's less repetition. With this map I've have better luck with AI by spawning them solo into their own group and with no waypoint. Share this post Link to post Share on other sites
opec666 22 Posted January 13, 2016 Please enjoy Sealand! I've ironed out the bugs in the cell generator, TvT respawning, AI spawns in COOP, using vanilla classnames, etc. http://www.armaholic.com/page.php?id=30139 http://steamcommunity.com/sharedfiles/filedetails/?id=451118931 Share this post Link to post Share on other sites
opec666 22 Posted July 20, 2016 I still kick this thing around when I get the chance. Now (knock on wood) I think I have gotten the logic nailed down so the auto-generate sequence makes everything 100% correctly, every time. There's been a few changes in the level design. And I've introduced bridges, connecting to nearby land. I look forward to dressing up the bridge with lights and checkpoints, then on to using other new expansion objects in making more cells, and polishing out the cells already in. http://imgur.com/a/aWvpy Share this post Link to post Share on other sites
kremator 1065 Posted July 21, 2016 This is pretty cool ! How does the AI deal with these areas ? Share this post Link to post Share on other sites
opec666 22 Posted July 23, 2016 They can walk around on all the surfaces and spawn alright. But they walk through objects such as railings, which were painstakingly placed to try and stop that. Static emplacements work fine for defending from vehicular attacks. EDIT: new bridges to land added. all automatic! http://imgur.com/a/Jmelz Share this post Link to post Share on other sites
opec666 22 Posted August 16, 2016 Tossed in a railway, trains, debris, and central structures to the bridges. Started work on an interface to control light colors and brightness. I have much to learn when it comes to UI. Gonna re-think what the central cells should finally be like, and use special objects/arrangements that will be tied to gameplay (infrastructure, prison cells, command decks, underwater research, etc). More interfaces for those elements might be required. 1 Share this post Link to post Share on other sites
opec666 22 Posted August 28, 2016 At the request of a friend, I threw together a very rudimentary seadoo race course using the collision-less vr wall object. Might work on this some more later, make it a more zig-zaggy fun course, with zany mario cart gimmicks. Steam workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=755048984 1 Share this post Link to post Share on other sites
opec666 22 Posted November 22, 2016 The work goes on! Playable release is coming "soon". :) 1 Share this post Link to post Share on other sites