Difference between revisions of "Hitscan"
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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. | 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 | + | '''Melee''' weapons, with the exception of the [[Spy#Melee|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, [[Charging#Shield Bash|shield bashes]], and [[Taunts# | + | 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, [[Charging#Shield Bash|shield bashes]], and [[Taunts#Kill taunts|kill taunts]]). The latter is also sometimes referred to as the [[vdc:Bounding Box|bounding box]]. |
− | Bullet-based weapons (a list of which is given below) fire seemingly infinite lines (the actual maximum range is ~56,754 [[Hammer unit]]s). 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. The [[Wrangler]]'s laser sight always attempts to focus on the center of an [[ | + | Bullet-based weapons (a list of which is given below) fire seemingly infinite lines (the actual maximum range is ~56,754 [[Hammer unit]]s). 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. The [[Wrangler]]'s laser sight always attempts to focus on the center of an [[Cloak|uncloaked]] and [[Disguise|undisguised]] enemy. |
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#Primary|Sniper's primary weapons]]. | 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#Primary|Sniper's primary weapons]]. |
Latest revision as of 00:29, 24 December 2024
“ | You run fast, my bullets run faster!
Click to listen
— 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, shield bashes, and kill taunts). The latter is also sometimes referred to as the bounding box.
Bullet-based weapons (a list of which is given below) fire seemingly infinite lines (the actual maximum range is ~56,754 Hammer 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. The Wrangler's laser sight always attempts to focus on the center of an uncloaked and undisguised enemy.
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 | |||||
Secondary | ||||||||||
Pistol | Lugermorph | Winger | Pretty Boy's Pocket Pistol | C.A.P.P.E.R | ||||||
Secondary | ||||||||||
Shotgun | Reserve Shooter | Panic Attack | ||||||||
Secondary | ||||||||||
Shotgun | Reserve Shooter | Panic Attack | ||||||||
Primary | ||||||||||
Minigun | Natascha | Iron Curtain | Brass Beast | Tomislav | Huo-Long Heater | |||||
Secondary | ||||||||||
Shotgun | Family Business | Panic Attack | ||||||||
Primary | ||||||||||
Shotgun | Frontier Justice | Widowmaker | Panic Attack | |||||||
Secondary | ||||||||||
Pistol | Lugermorph | C.A.P.P.E.R | ||||||||
Building | ||||||||||
Sentry Gun | Combat Mini-Sentry Gun | |||||||||
Primary | ||||||||||
Sniper Rifle | Sydney Sleeper | Bazaar Bargain | Machina | Hitman's Heatmaker | AWPer Hand | Classic | Shooting Star | |||
Secondary | ||||||||||
SMG | Cleaner's Carbine | |||||||||
Secondary | ||||||||||
Revolver | Ambassador | Big Kill | L'Etranger | Enforcer | Diamondback |
Demonstration
The following is a model-by-model video rendering of the bullet-based hitboxes:
Gallery
Scout bullet hitboxes.
Soldier bullet hitboxes.
Pyro bullet hitboxes.
Demoman bullet hitboxes.
Heavy bullet hitboxes.
Engineer bullet hitboxes.
Medic bullet hitboxes.
Sniper bullet hitboxes.
Spy bullet hitboxes.
Saxton Hale bullet hitboxes.
See also
External links
- Hitscan on Wikipedia
- Hitscan on the Valve Developer Community