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. | + | '''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, with the exception of the [[Spy]]'s and the [[Engineer]]'s melees while working on a building 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. |
− | 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). | + | 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 enviromental/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 are affected by bullet-spread during a 1.25 second | + | 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 heatup 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. |
== List == | == List == |
Revision as of 01:35, 21 December 2010
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 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, with the exception of the Spy's and the Engineer's melees while working on a building 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.
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 enviromental/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 heatup 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 than when they actually do.
List
Here is a list of bullet-based hitscan weapons in Team Fortress 2.
Scout |
Soldier |
Pyro |
Heavy |
Engineer |
Sniper |
Spy |
---|---|---|---|---|---|---|
Demonstration
The following is a model-by-model video rendering of the bullet-based hitboxes:
See Also
Hitscan on the Valve Developer Community