It wasn't a lie.

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Published on ● Video Link: https://www.youtube.com/watch?v=fbUrhZV98Nc



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turns out enemy climbing does work (in Fusion 2017, seemingly not in OG BFE) with the right conditions set, it's just very difficult to get it to happen organically, as enemies will likely choose to run around an obstacle, "thinking" it is faster than climbing.

re: https://www.youtube.com/watch?v=ZrH2usW81Rc , which is worth pointing out, someone in the comments highlights how it did happen to them once.

Basically a model needs to have navigation info attached to it which also assigns walkable areas to a model, so the car the enemy is climbing has two special navigation polygons: one on the bottom which causes enemies to walk around it, and one on the top which opens up a "climbing path" for an enemy set with climbing animations to use when navigation in a level is baked. The animations for enemy climbing need to have a model mover attached to the animation which moves the model up a specific height (limited to .5, 1, and 1.5m due to hardcoding), and have to be named as "JumpOn_1.5m" or "JumpOver_1.5m." And the legged puppet also needs to have min/max climbing height assigned to it as well, iirc.

So yeah, this feature did technically work before Serious Sam 4, though it also didn't work too well in SS4, either. This engine continues to surprise me to this day.

also yeah this is BFE Remaster footage and it is being worked on still.







Tags:
Serious Sam
Serious Sam Fusion 2017
Serious Sam 3 BFE
pathfinding
headless kamikaze
croteam