A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. [gd_scene load_steps=9 format=2]
  2. [ext_resource path="res://assets/player.obj" type="ArrayMesh" id=1]
  3. [ext_resource path="res://assets/maze.obj" type="ArrayMesh" id=2]
  4. [sub_resource type="ConcavePolygonShape" id=1]
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  6. [sub_resource type="SphereShape" id=4]
  7. radius = 1.0
  8. [sub_resource type="SphereMesh" id=5]
  9. radius = 1.0
  10. height = 2.0
  11. radial_segments = 64
  12. rings = 32
  13. is_hemisphere = false
  14. [sub_resource type="BoxShape" id=2]
  15. extents = Vector3( 7, 0.25, 7 )
  16. [sub_resource type="CubeMesh" id=3]
  17. size = Vector3( 14, 0.5, 14 )
  18. subdivide_width = 0
  19. subdivide_height = 0
  20. subdivide_depth = 0
  21. [sub_resource type="CapsuleShape" id=6]
  22. radius = 0.5
  23. height = 14.0
  24. [node name="world" type="Spatial" index="0"]
  25. [node name="DirectionalLight" type="DirectionalLight" parent="." index="0"]
  26. transform = Transform( 0.784405, 0.193347, -0.589343, 0.315866, 0.693208, 0.647836, 0.533794, -0.694319, 0.482684, -7.6643, 1.97737, 0 )
  27. layers = 1
  28. light_color = Color( 1, 1, 1, 1 )
  29. light_energy = 1.0
  30. light_indirect_energy = 1.0
  31. light_negative = false
  32. light_specular = 0.5
  33. light_bake_mode = 1
  34. light_cull_mask = -1
  35. shadow_enabled = false
  36. shadow_color = Color( 0, 0, 0, 1 )
  37. shadow_bias = 0.1
  38. shadow_contact = 0.0
  39. shadow_reverse_cull_face = false
  40. editor_only = false
  41. directional_shadow_mode = 2
  42. directional_shadow_split_1 = 0.1
  43. directional_shadow_split_2 = 0.2
  44. directional_shadow_split_3 = 0.5
  45. directional_shadow_blend_splits = false
  46. directional_shadow_normal_bias = 0.8
  47. directional_shadow_bias_split_scale = 0.25
  48. directional_shadow_depth_range = 0
  49. directional_shadow_max_distance = 200.0
  50. [node name="players" type="Spatial" parent="." index="1"]
  51. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11.4634, 0 )
  52. _sections_unfolded = [ "Transform", "Visibility" ]
  53. [node name="MeshInstance" type="MeshInstance" parent="." index="2"]
  54. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -38.9044, 6.35638, 0 )
  55. layers = 1
  56. material_override = null
  57. cast_shadow = 1
  58. extra_cull_margin = 0.0
  59. use_in_baked_light = false
  60. lod_min_distance = 0.0
  61. lod_min_hysteresis = 0.0
  62. lod_max_distance = 0.0
  63. lod_max_hysteresis = 0.0
  64. mesh = ExtResource( 1 )
  65. skeleton = NodePath("..")
  66. material/0 = null
  67. [node name="MeshInstance2" type="MeshInstance" parent="." index="3"]
  68. transform = Transform( 1, 0, 0, 0, 0.168085, 0.985772, 0, -0.985772, 0.168085, -7.15372, 5.07803, 0 )
  69. layers = 1
  70. material_override = null
  71. cast_shadow = 1
  72. extra_cull_margin = 0.0
  73. use_in_baked_light = false
  74. lod_min_distance = 0.0
  75. lod_min_hysteresis = 0.0
  76. lod_max_distance = 0.0
  77. lod_max_hysteresis = 0.0
  78. mesh = ExtResource( 1 )
  79. skeleton = NodePath("..")
  80. material/0 = null
  81. [node name="MeshInstance3" type="MeshInstance" parent="." index="4"]
  82. transform = Transform( 0.555033, -0.117448, 0.823495, 0.820972, 0.236762, -0.519565, -0.133951, 0.964443, 0.227832, -8.47151, 8.10179, -9.95322 )
  83. layers = 1
  84. material_override = null
  85. cast_shadow = 1
  86. extra_cull_margin = 0.0
  87. use_in_baked_light = false
  88. lod_min_distance = 0.0
  89. lod_min_hysteresis = 0.0
  90. lod_max_distance = 0.0
  91. lod_max_hysteresis = 0.0
  92. mesh = ExtResource( 1 )
  93. skeleton = NodePath("..")
  94. material/0 = null
  95. [node name="MeshInstance4" type="MeshInstance" parent="." index="5"]
  96. transform = Transform( 0.679698, 0, -0.733492, 0, 1, 0, 0.733492, 0, 0.679698, -12.3686, 3.09114, 7.02516 )
  97. layers = 1
  98. material_override = null
  99. cast_shadow = 1
  100. extra_cull_margin = 0.0
  101. use_in_baked_light = false
  102. lod_min_distance = 0.0
  103. lod_min_hysteresis = 0.0
  104. lod_max_distance = 0.0
  105. lod_max_hysteresis = 0.0
  106. mesh = ExtResource( 1 )
  107. skeleton = NodePath("..")
  108. material/0 = null
  109. [node name="Maze" type="MeshInstance" parent="." index="6"]
  110. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1.90447, 0, 0 )
  111. layers = 1
  112. material_override = null
  113. cast_shadow = 1
  114. extra_cull_margin = 0.0
  115. use_in_baked_light = false
  116. lod_min_distance = 0.0
  117. lod_min_hysteresis = 0.0
  118. lod_max_distance = 0.0
  119. lod_max_hysteresis = 0.0
  120. mesh = ExtResource( 2 )
  121. skeleton = NodePath("..")
  122. material/0 = null
  123. [node name="StaticBody" type="StaticBody" parent="Maze" index="0"]
  124. input_ray_pickable = true
  125. input_capture_on_drag = false
  126. collision_layer = 1
  127. collision_mask = 1
  128. friction = 1.0
  129. bounce = 0.0
  130. constant_linear_velocity = Vector3( 0, 0, 0 )
  131. constant_angular_velocity = Vector3( 0, 0, 0 )
  132. [node name="CollisionShape" type="CollisionShape" parent="Maze/StaticBody" index="0"]
  133. shape = SubResource( 1 )
  134. disabled = false
  135. [node name="Ball" type="RigidBody" parent="." index="7"]
  136. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -79.2541, 6.09969, -0.893594 )
  137. input_ray_pickable = true
  138. input_capture_on_drag = false
  139. collision_layer = 1
  140. collision_mask = 1
  141. mode = 0
  142. mass = 1.0
  143. friction = 1.0
  144. bounce = 0.0
  145. gravity_scale = 1.0
  146. custom_integrator = false
  147. continuous_cd = false
  148. contacts_reported = 0
  149. contact_monitor = false
  150. sleeping = true
  151. can_sleep = true
  152. axis_lock_linear_x = false
  153. axis_lock_linear_y = false
  154. axis_lock_linear_z = false
  155. axis_lock_angular_x = false
  156. axis_lock_angular_y = false
  157. axis_lock_angular_z = false
  158. linear_velocity = Vector3( 0, 0, 0 )
  159. linear_damp = -1.0
  160. angular_velocity = Vector3( 0, 0, 0 )
  161. angular_damp = -1.0
  162. _sections_unfolded = [ "Collision", "Pause", "Transform", "Visibility" ]
  163. [node name="CollisionShape" type="CollisionShape" parent="Ball" index="0"]
  164. shape = SubResource( 4 )
  165. disabled = false
  166. _sections_unfolded = [ "Transform", "Visibility" ]
  167. [node name="MeshInstance" type="MeshInstance" parent="Ball" index="1"]
  168. layers = 1
  169. material_override = null
  170. cast_shadow = 1
  171. extra_cull_margin = 0.0
  172. use_in_baked_light = false
  173. lod_min_distance = 0.0
  174. lod_min_hysteresis = 0.0
  175. lod_max_distance = 0.0
  176. lod_max_hysteresis = 0.0
  177. mesh = SubResource( 5 )
  178. skeleton = NodePath("..")
  179. material/0 = null
  180. _sections_unfolded = [ "Geometry", "Transform", "material" ]
  181. [node name="FullObjective" type="Spatial" parent="." index="8"]
  182. [node name="Objective" type="RigidBody" parent="FullObjective" index="0" groups=[
  183. "objective",
  184. ]]
  185. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -91.3336, 3.19767, 4.06596 )
  186. input_ray_pickable = true
  187. input_capture_on_drag = false
  188. collision_layer = 1
  189. collision_mask = 1
  190. mode = 0
  191. mass = 1.0
  192. friction = 1.0
  193. bounce = 0.0
  194. gravity_scale = 1.0
  195. custom_integrator = false
  196. continuous_cd = true
  197. contacts_reported = 8
  198. contact_monitor = true
  199. sleeping = false
  200. can_sleep = true
  201. axis_lock_linear_x = false
  202. axis_lock_linear_y = false
  203. axis_lock_linear_z = false
  204. axis_lock_angular_x = false
  205. axis_lock_angular_y = false
  206. axis_lock_angular_z = false
  207. linear_velocity = Vector3( 0, 0, 0 )
  208. linear_damp = -1.0
  209. angular_velocity = Vector3( 0, 0, 0 )
  210. angular_damp = -1.0
  211. _sections_unfolded = [ "Axis Lock", "Collision", "Linear", "Transform", "Visibility" ]
  212. [node name="CollisionShape" type="CollisionShape" parent="FullObjective/Objective" index="0"]
  213. shape = SubResource( 2 )
  214. disabled = false
  215. _sections_unfolded = [ "Transform" ]
  216. [node name="MeshInstance5" type="MeshInstance" parent="FullObjective/Objective/CollisionShape" index="0"]
  217. transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.274852 )
  218. layers = 1
  219. material_override = null
  220. cast_shadow = 1
  221. extra_cull_margin = 0.0
  222. use_in_baked_light = false
  223. lod_min_distance = 0.0
  224. lod_min_hysteresis = 0.0
  225. lod_max_distance = 0.0
  226. lod_max_hysteresis = 0.0
  227. mesh = SubResource( 3 )
  228. skeleton = NodePath("..")
  229. material/0 = null
  230. _sections_unfolded = [ "Transform" ]
  231. [node name="HingeJoint" type="HingeJoint" parent="FullObjective" index="1"]
  232. transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, -91.3336, 2.94767, 4.06596 )
  233. nodes/node_a = NodePath("../Objective")
  234. nodes/node_b = NodePath("../StaticBody2")
  235. solver/priority = 1
  236. collision/exclude_nodes = true
  237. params/bias = 0.3
  238. angular_limit/enable = false
  239. angular_limit/upper = 90.0
  240. angular_limit/lower = -90.0
  241. angular_limit/bias = 0.3
  242. angular_limit/softness = 0.9
  243. angular_limit/relaxation = 1.0
  244. motor/enable = false
  245. motor/target_velocity = 1.0
  246. motor/max_impulse = 1.0
  247. _sections_unfolded = [ "Transform", "nodes" ]
  248. [node name="StaticBody2" type="StaticBody" parent="FullObjective" index="2"]
  249. transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, -91.3336, 2.40463, 4.06596 )
  250. input_ray_pickable = true
  251. input_capture_on_drag = false
  252. collision_layer = 1
  253. collision_mask = 1
  254. friction = 1.0
  255. bounce = 0.0
  256. constant_linear_velocity = Vector3( 0, 0, 0 )
  257. constant_angular_velocity = Vector3( 0, 0, 0 )
  258. _sections_unfolded = [ "Collision", "Transform" ]
  259. [node name="CollisionShape" type="CollisionShape" parent="FullObjective/StaticBody2" index="0"]
  260. shape = SubResource( 6 )
  261. disabled = false
  262. _sections_unfolded = [ "Transform", "Visibility" ]