Snap-Castle Mesh Library

by Malcolm Nixon

7

Malcolm-Snap-Castle

Godot addon for easily constructing castle and fort assets.

GridMap Settings

When using the Snap Castle mesh-library; the GridMap should be set to:

  • Cell-size of 1,4,1
  • No centering in X/Y/Z

Object Control and Interaction

The following objects support control and interaction.

Castle Door

Castle doors can be detected using physics collision, RayCast, or
intersect_ray and reside on layer 2. These forms of detection will actually
find the CastleDoorBody KinematicBody node which exposes a door variable
to access to the CastleDoor controller.

The CastleDoor controller has the following capabilities:

  • door_opened signal when the door opens
  • door_closed signal when the door closes
  • opened property that can open or close the door
  • enabled property that can enable or disable (hide) the door
  • user_data dictionary for any custom game data such as locked state or required keys

Castle Chest

Castle chests can be detected using physics collision, RayCast, or
intersect_ray and reside on layer 2. These forms of detection will actually
find the CastleChestLid KinematicBody node which exposes a chest variable
to access the CastleChest controller.

The CastleChest controller has the following capabilities:

  • chest_opened signal when the chest is opened
  • chest_closed signal when the chest is closed
  • opened property that can open or close the door
  • user_data dictionary for any custom game data such as locked state or required keys

Castle Sconce

The CastleSconce controller has the following capabilities:

  • lit property that can light or extinquish the sconce
  • light_source property that controls whether a lit sconce turns on an OmniLight source

Version

1.1.0

Engine

3.5

Category

Misc

Download

Version1.1.0
Download Now

Support

If you need help or have questions about this plugin, please contact the author.

Contact Author