Difference between revisions of "Hitscan"

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'''Hitscan''' attacks instantly [[damage]] targets in their path. Unlike [[projectile]] weapons, hitscan weapons 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. 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 hitscan attacks 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.
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[[File:Scout bullet hitboxes.png|275px|right|The hitboxes used for bullet-based weapons]]
  
There are two main types of hitscan attacks: those that make contact with the bullet-based hitbox (the eponymous 'bullets') and those that make contact with the enviromental/projectile hitbox (melee weapons and most taunt attacks).
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{{Quotation|'''The Soldier,''' ''telling the Scout that bullets are faster than everything else.''|You run fast, my bullets run faster!|sound=Soldier DominationScout06.wav}}
  
Bullet-based weapons (a list of which is given below) fire infinite lines. All bullet-based weapons 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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'''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.  
  
== List ==
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In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they always damage instantly after firing.
Here is a list of bullet-based hitscan weapons in ''Team Fortress 2''.
 
  
{| class="wikitable grid" width="30%"
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'''Melee''' weapons, with the exception of the [[Spy]]'s [[Spy#Melee|melee weapons]], wait 0.2 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.
! class="header" width="15%" align = "center" | {{Icon class|class=Scout|link=Scout}} <br /> [[Scout]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Soldier|link=Soldier}} <br /> [[Soldier]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Pyro|link=Pyro}} <br /> [[Pyro]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Heavy|link=Heavy}} <br /> [[Heavy]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Engineer|link=Engineer}} <br /> [[Engineer]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Sniper|link=Sniper}} <br /> [[Sniper]]
 
! class="header" width="15%" align = "center" | {{Icon class|class=Spy|link=Spy}} <br /> [[Spy]]
 
|-
 
! {{Icon weapon|weapon=Scattergun|Scattergun|icon-size=100x100px}}
 
'''[[Scattergun]]'''
 
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! {{Icon weapon|weapon=Minigun|Minigun|icon-size=100x100px}}
 
'''[[Minigun]]'''
 
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! {{Icon weapon|weapon=Sniper rifle|icon-size=100x100px}}
 
'''[[Sniper Rifle]]'''
 
! {{Icon weapon|weapon=Revolver|icon-size=100x100px}}
 
'''[[Revolver]]'''
 
|-
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}
 
'''[[Force-A-Nature]]'''
 
|
 
|
 
! {{Icon weapon|weapon=Natascha|Natascha|icon-size=100x100px}}
 
'''[[Natascha]]'''
 
! {{Icon weapon|weapon=Frontier Justice|icon-size=100x100px}}
 
'''[[Frontier Justice]]'''
 
! {{Icon weapon|weapon=Sydney Sleeper|icon-size=100x100px}}
 
'''[[Sydney Sleeper]]'''
 
! {{Icon weapon|weapon=Big kill|icon-size=100x100px}}
 
'''[[Big Kill]]'''
 
|-
 
! {{Icon weapon|weapon=Shortstop|Shortstop|icon-size=100x100px}}
 
'''[[Shortstop]]'''
 
|
 
|
 
! {{Icon weapon|weapon=Iron Curtain|Iron Curtain|icon-size=100x100px}}
 
'''[[Iron Curtain]]'''
 
! {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
 
'''[[Pistol]]'''
 
! {{Icon weapon|weapon=Submachine gun|icon-size=100x100px}}
 
'''[[Submachine Gun]]'''
 
! {{Icon weapon|weapon=Ambassador|icon-size=100x100px}}
 
'''[[Ambassador]]'''
 
|-
 
! {{Icon weapon|weapon=Pistol|Pistol|icon-size=100x100px}}
 
'''[[Pistol]]'''
 
|
 
|
 
! {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
'''[[Shotgun]]'''
 
! {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
 
'''[[Lugermorph]]'''
 
|
 
! {{Icon weapon|weapon=L'Etranger|icon-size=100x100px}}
 
'''[[L'Etranger|L'Étranger]]'''
 
|-
 
! {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
 
'''[[Lugermorph]]'''
 
|
 
|
 
|
 
|
 
|
 
|
 
|}
 
  
==Demonstration==
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There are two main types of hitscan attacks: those that make contact with the bullet-based hitbox and those that make contact with the environmental/projectile hitbox (melee weapons, the [[Chargin' Targe]] bash, and taunt attacks).
 +
 
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Bullet-based weapons (a list of which is given below) fire seemingly infinite lines (the actual maximum range is ~56,754 units). Most bullet-based weapons 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. The [[Ambassador]] gradually recovers its accuracy and can fire a perfectly-accurate shot after 1 second. Weapons that fire multiple pellets, like the [[Shotgun]] and [[Minigun]], guarantee a pellet straight down the crosshair if the weapon was not fired within the last 0.25 seconds. When fixed weapon spread is enabled, shotguns use a fixed spread pattern. For example, the [[Scattergun]] uses a fixed 3x3 pattern when fixed spreads are enabled. If a {{botignore|shotgun}}-type weapon fires more than 9 pellets at once, fixed spread causes multiple pellets to hit the same location.
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Hitscan weapons have the ability to destroy enemy [[Stickybomb Launcher|stickybombs]] once they're attached to a surface. Unlike most projectile-based weapons, hitscan weapons are unable to penetrate friendly players. The only exception to this rule is the [[Sniper]]'s [[Sniper#Primary|primary weapons]].
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== Bullet weapons ==
 +
{{Bullet hitscan weapons table}}
 +
 
 +
== Demonstration ==
 
The following is a model-by-model video rendering of the bullet-based hitboxes:
 
The following is a model-by-model video rendering of the bullet-based hitboxes:
{{youtube|9TJmiDcsxdA}}
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{{Youtube|9TJmiDcsxdA}}
==See Also==
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== See also ==
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* [[Damage]]
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* [[Headshot]]
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* [[Mechanics]]
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** [[Projectiles]]
  
{{w|Hitscan}} on {{w|Wikipedia}}
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== External links ==
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* [[w:Hitscan|Hitscan]] on Wikipedia
 +
* {{vdc|Hitscan}}
  
{{vdc|Hitscan}}
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 20:32, 26 May 2023

The hitboxes used for bullet-based weapons
You run fast, my bullets run faster!
The Soldier, telling the Scout that bullets are faster than everything else.

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 melee weapons, wait 0.2 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 and those that make contact with the environmental/projectile hitbox (melee weapons, the Chargin' Targe bash, and taunt attacks).

Bullet-based weapons (a list of which is given below) fire seemingly infinite lines (the actual maximum range is ~56,754 units). Most bullet-based weapons 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. The Ambassador gradually recovers its accuracy and can fire a perfectly-accurate shot after 1 second. Weapons that fire multiple pellets, like the Shotgun and Minigun, guarantee a pellet straight down the crosshair if the weapon was not fired within the last 0.25 seconds. When fixed weapon spread is enabled, shotguns use a fixed spread pattern. For example, the Scattergun uses a fixed 3x3 pattern when fixed spreads are enabled. If a shotgun-type weapon fires more than 9 pellets at once, fixed spread causes multiple pellets to hit the same location.

Hitscan weapons have the ability to destroy enemy stickybombs once they're attached to a surface. Unlike most projectile-based weapons, hitscan weapons are unable to penetrate friendly players. The only exception to this rule is the Sniper's primary weapons.

Bullet weapons

List of bullet-based hitscan weapons
Primary Scattergun Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter
Scattergun Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter
Secondary Pistol Lugermorph Winger Pretty Boy's Pocket Pistol C.A.P.P.E.R
Pistol Lugermorph Winger Pretty Boy's Pocket Pistol C.A.P.P.E.R
Secondary Shotgun Reserve Shooter Panic Attack
Shotgun Reserve Shooter Panic Attack
Secondary Shotgun Reserve Shooter Panic Attack
Shotgun Reserve Shooter Panic Attack
Primary Minigun Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater
Minigun Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater
Secondary Shotgun Family Business Panic Attack
Shotgun Family Business Panic Attack
Primary Shotgun Frontier Justice Widowmaker Panic Attack
Shotgun Frontier Justice Widowmaker Panic Attack
Secondary Pistol Lugermorph C.A.P.P.E.R
Pistol Lugermorph C.A.P.P.E.R
Building RED Level 3 Sentry Gun.png Red Mini Sentry.png
Sentry Gun Combat Mini-Sentry Gun
Primary Sniper Rifle Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Classic Shooting Star
Sniper Rifle Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Classic Shooting Star
Secondary SMG Cleaner's Carbine
SMG Cleaner's Carbine
Secondary Revolver Ambassador Big Kill L'Etranger Enforcer Diamondback
Revolver Ambassador Big Kill L'Etranger Enforcer Diamondback

Demonstration

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

See also

External links