Difference between revisions of "Hitscan"

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m (Pair of typos.)
(rewording; don't think we need to specify that servers can change something cause that's true of lots of things.)
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'''Hitscan''' weapons instantly [[damage]] targets in their path when activated. Unlike [[projectile]] weapons, hitscan weapons are not code-rendered physical objects but are infinite 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. Players don't see enemies dying before bullets are fired, however, because the client predicts the enemy's death and displays it with proper timing. All 'bullets' emit from the crosshair, despite what is suggested by the view model, likely to aid [[Sniper]]s for close-range headshots.
 
'''Hitscan''' weapons instantly [[damage]] targets in their path when activated. Unlike [[projectile]] weapons, hitscan weapons are not code-rendered physical objects but are infinite 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. Players don't see enemies dying before bullets are fired, however, because the client predicts the enemy's death and displays it with proper timing. All 'bullets' emit from the crosshair, despite what is suggested by the view model, likely to aid [[Sniper]]s for close-range headshots.
  
In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they damage instantly after firing. '''[[Melee]]''' weapons wait .25 seconds after input before they trace a short line to see if anything should be struck. This prevents the weapon from hitting or killing a foe before the melee animation completes. Bullet-based weapons, after a 1.25 second heatup unless so directed to by the server are all affected by bullet-spread, 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.
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In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they damage instantly after firing. '''[[Melee]]''' weapons wait .25 seconds after input before they trace a short line to see if anything should be struck. This prevents the weapon from hitting or killing a foe before the melee animation completes. Bullet-based weapons are all affected by bullet-spread after a 1.25 second heatup, 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.
  
 
Below is a list of non-melee hitscan weapons in ''Team Fortress 2''.
 
Below is a list of non-melee hitscan weapons in ''Team Fortress 2''.

Revision as of 03:58, 9 December 2010

Hitscan weapons instantly damage targets in their path when activated. Unlike projectile weapons, hitscan weapons are not code-rendered physical objects but are infinite 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. Players don't see enemies dying before bullets are fired, however, because the client predicts the enemy's death and displays it with proper timing. All 'bullets' emit from the crosshair, despite what is suggested by the view model, likely to aid Snipers for close-range headshots.

In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they damage instantly after firing. Melee weapons wait .25 seconds after input before they trace a short line to see if anything should be struck. This prevents the weapon from hitting or killing a foe before the melee animation completes. Bullet-based weapons are all affected by bullet-spread after a 1.25 second heatup, 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.

Below is a list of non-melee hitscan weapons in Team Fortress 2.

Scout hitscan weapons Soldier hitscan weapons Pyro hitscan weapons Heavy hitscan weapons Engineer hitscan weapons Sniper hitscan weapons Spy hitscan weapons
Scattergun

Scattergun

Item icon Shotgun.png

Shotgun

Item icon Shotgun.png

Shotgun

Minigun

Minigun

Item icon Shotgun.png

Shotgun

Item icon Sniper Rifle.png

Sniper Rifle

Item icon Revolver.png

Revolver

Force-A-Nature

Force-A-Nature

Natascha

Natascha

Item icon Frontier Justice.png

Frontier Justice

Item icon Sydney Sleeper.png

Sydney Sleeper

Item icon Big Kill.png

Big Kill

Shortstop

Shortstop

Iron Curtain

Iron Curtain

Item icon Pistol.png

Pistol

Item icon Submachine Gun.png

Submachine Gun

Item icon Ambassador.png

Ambassador

Pistol

Pistol

Item icon Shotgun.png

Shotgun

Item icon Lugermorph.png

Lugermorph

Item icon L'Etranger.png

L'Étranger

Item icon Lugermorph.png

Lugermorph

See Also

Template:W on Template:W

Hitscan on the Valve Developer Community