Difference between revisions of "Hitscan"
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− | {{Quotation|'''The Sniper'''| | + | {{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. | '''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. | ||
Revision as of 18:36, 20 January 2011
“ | The bullets come out of the slim end, mate!
Click to listen
— The Sniper on how hitscan weapons work.
|
” |
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 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 than when they actually do.
List
Here is a list of bullet-based hitscan weapons in Team Fortress 2.
Scout |
Primary | ||||
---|---|---|---|---|---|
Secondary | |||||
Soldier |
Secondary | ||||
Pyro |
Secondary | ||||
Demoman |
None | ||||
Heavy |
Primary | ||||
Secondary | |||||
Engineer |
Primary | ||||
Secondary | |||||
Other | |||||
Medic |
None | ||||
Sniper |
Primary | ||||
Secondary | |||||
Spy |
Primary |
Demonstration
The following is a model-by-model video rendering of the bullet-based hitboxes:
See Also
- Hitscan on the Valve Developer Community