A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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[gd_scene load_steps=3 format=2]
[ext_resource path="res://player.obj" type="ArrayMesh" id=1]
[sub_resource type="BoxShape" id=1]
extents = Vector3( 50, 10, 50 )
[node name="world" type="Spatial"]
[node name="DirectionalLight" type="DirectionalLight" parent="." index="0"]
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 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.8
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0
[node name="players" type="Spatial" parent="." index="1"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 11.4634, 0 )
[node name="MeshInstance" type="MeshInstance" parent="." index="2"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 5.88045, 1.58404, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = ExtResource( 1 )
skeleton = NodePath("..")
material/0 = null
[node name="MeshInstance2" type="MeshInstance" parent="." index="3"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -7.15372, 1.58404, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = ExtResource( 1 )
skeleton = NodePath("..")
material/0 = null
[node name="MeshInstance3" type="MeshInstance" parent="." index="4"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1.05031, 1.58404, -9.94615 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = ExtResource( 1 )
skeleton = NodePath("..")
material/0 = null
[node name="MeshInstance4" type="MeshInstance" parent="." index="5"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1.05031, 1.58404, 7.02516 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = ExtResource( 1 )
skeleton = NodePath("..")
material/0 = null
[node name="Spatial" type="Spatial" parent="." index="6"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -10, 0 )
_sections_unfolded = [ "Transform" ]
[node name="StaticBody" type="StaticBody" parent="Spatial" index="0"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
friction = 1.0
bounce = 0.0
constant_linear_velocity = Vector3( 0, 0, 0 )
constant_angular_velocity = Vector3( 0, 0, 0 )
[node name="CollisionShape" type="CollisionShape" parent="Spatial/StaticBody" index="0"]
shape = SubResource( 1 )
disabled = false