Difference between revisions of "Hitscan"

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{{Quotation|'''The Sniper''' on how hitscan weapons work.|The bullets come out of the slim end, mate!|sound=Sniper_DominationSniper18.wav}}
 
{{Quotation|'''The Sniper''' on how hitscan weapons work.|The bullets come out of the slim end, mate!|sound=Sniper_DominationSniper18.wav}}
'''Hitscan''' attacks instantly [[damage]] targets in their path. All hitscan attacks emit from the attacker's eye level, despite what is suggested by the view model and world model. Unlike [[projectile]]s, hitscan attacks are not code-rendered physical objects but are infinitely-thin lines drawn on the server that are then rendered client-side visually as projectiles. Depending on the object hit and client settings, the hitscan weapon then generates an effect: dealing damage or painting blood and bullet hole sprites.  
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'''Hitscan''' attacks instantly [[damage]] targets in their path. All hitscan attacks emit down the crosshair, from the attacker's eye level, despite what is suggested by the view model and world model. Unlike [[projectile]]s, hitscan attacks are not code-rendered physical objects but are infinitely-thin lines drawn on the server that are then rendered client-side visually as projectiles. Depending on the object hit and client settings, the hitscan weapon then generates an effect: dealing damage or painting blood and bullet hole sprites.  
  
 
In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they always damage instantly after firing.
 
In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they always damage instantly after firing.
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There are two main types of hitscan attacks: those that make contact with the bullet-based hitbox (the eponymous 'bullets' and the [[Showdown]] taunt attack) and those that make contact with the environmental/projectile hitbox (melee weapons, the [[Chargin' Targe]] bash, and most other taunt attacks).  
 
There are two main types of hitscan attacks: those that make contact with the bullet-based hitbox (the eponymous 'bullets' and the [[Showdown]] taunt attack) and those that make contact with the environmental/projectile hitbox (melee weapons, the [[Chargin' Targe]] bash, and most other taunt attacks).  
  
Bullet-based weapons (a list of which is given below) fire infinite lines. All bullet-based weapons (with the exception of the [[Ambassador]]) are affected by bullet-spread during a 1.25 second cooldown after firing a bullet, which causes bullets to move off-course to varying degrees. Certain bullet-based weapons fire multiple bullets in different directions, but all still are fired from the same spot on the crosshair. The effect of this is masked by 'bullets' that are visible only after passing a certain point or, in the case of the [[Heavy]]'s [[Heavy#Primary|primaries]], appear to fire at different times than when they actually do.
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Bullet-based weapons (a list of which is given below) fire infinite lines. All bullet-based weapons (with the exception of the [[Ambassador]]) are affected by bullet-spread during a 1.25 second cooldown after firing a bullet, which causes bullets to move off-course to varying degrees. Certain bullet-based weapons fire multiple bullets in different directions, but all still are fired from the same spot on the crosshair. The effect of this is masked by 'bullets' that are visible only after passing a certain point or, in the case of the [[Heavy]]'s [[Heavy#Primary|primaries]], appear to fire at different times and from different locations than they actually do.
  
 
== List ==
 
== List ==
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{{youtube|9TJmiDcsxdA}}
 
{{youtube|9TJmiDcsxdA}}
 
==See Also==
 
==See Also==
 
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*[[Headshot]]
 
*{{w|Hitscan}} on {{w|Wikipedia}}
 
*{{w|Hitscan}} on {{w|Wikipedia}}
  
 
*{{vdc|Hitscan}}
 
*{{vdc|Hitscan}}
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 03:47, 1 February 2011

The bullets come out of the slim end, mate!
The Sniper on how hitscan weapons work.

Hitscan attacks instantly damage targets in their path. All hitscan attacks emit down the crosshair, from the attacker's eye level, despite what is suggested by the view model and world model. Unlike projectiles, hitscan attacks are not code-rendered physical objects but are infinitely-thin lines drawn on the server that are then rendered client-side visually as projectiles. Depending on the object hit and client settings, the hitscan weapon then generates an effect: dealing damage or painting blood and bullet hole sprites.

In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they always damage instantly after firing.

Melee weapons, with the exception of the Spy's unique melee weapons and the Engineer's melees while working on a building wait .25 seconds after input before initiating a short-ranged hitscan attack. This prevents the weapon from hitting or killing a foe before the melee animation completes.

There are two main types of hitscan attacks: those that make contact with the bullet-based hitbox (the eponymous 'bullets' and the Showdown taunt attack) and those that make contact with the environmental/projectile hitbox (melee weapons, the Chargin' Targe bash, and most other taunt attacks).

Bullet-based weapons (a list of which is given below) fire infinite lines. All bullet-based weapons (with the exception of the Ambassador) are affected by bullet-spread during a 1.25 second cooldown after firing a bullet, which causes bullets to move off-course to varying degrees. Certain bullet-based weapons fire multiple bullets in different directions, but all still are fired from the same spot on the crosshair. The effect of this is masked by 'bullets' that are visible only after passing a certain point or, in the case of the Heavy's primaries, appear to fire at different times and from different locations than they actually do.

List

Here is a list of bullet-based hitscan weapons in Team Fortress 2.

Leaderboard class scout.png
Scout
Primary Scattergun

Scattergun

Force-A-Nature

Force-A-Nature

Shortstop

Shortstop

Secondary Item icon Pistol.png

Pistol

Item icon Lugermorph.png

Lugermorph

Leaderboard class soldier.png
Soldier
Secondary Item icon Shotgun.png

Shotgun

Leaderboard class pyro.png
Pyro
Secondary Item icon Shotgun.png

Shotgun

Leaderboard class demoman.png
Demoman
None
Leaderboard class heavy.png
Heavy
Primary Minigun

Minigun

Natascha

Natascha

Iron Curtain

Iron Curtain

Item icon Brass Beast.png

Brass Beast

Secondary Item icon Shotgun.png

Shotgun

Leaderboard class engineer.png
Engineer
Primary Item icon Shotgun.png

Shotgun

Item icon Frontier Justice.png

Frontier Justice

Secondary Item icon Pistol.png

Pistol

Item icon Lugermorph.png

Lugermorph

Other Sentries.png

Sentry Gun

Red Mini Sentry.png

Combat Mini-Sentry

Leaderboard class medic.png
Medic
None
Leaderboard class sniper.png
Sniper
Primary Item icon Sniper Rifle.png

Sniper Rifle

Item icon Sydney Sleeper.png

Sydney Sleeper

Secondary Item icon Submachine Gun.png

Submachine Gun

Leaderboard class spy.png
Spy
Primary Item icon Revolver.png

Revolver

Item icon Ambassador.png

Ambassador

Item icon Big Kill.png

Big Kill

Item icon L'Etranger.png

L'Étranger

Demonstration

The following is a model-by-model video rendering of the bullet-based hitboxes:

See Also