Difference between revisions of "Hitscan"

From Team Fortress Wiki
Jump to: navigation, search
m (Undo edit by WgetJane (Talk) (2787165) Source?)
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[Image:Scout bullet hitboxes.png|275px|right|The hitboxes used for bullet-based weapons]]
+
[[File:Scout bullet hitboxes.png|275px|right|The hitboxes used for bullet-based weapons]]
{{Quotation|'''The Soldier,''' ''telling the Scout that bullets are faster than everything else.''|You run fast, my bullets run faster!|sound=Soldier_DominationScout06.wav}}
+
 
'''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 [[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.  
+
{{Quotation|'''The Soldier,''' ''telling the Scout that bullets are faster than everything else.''|You run fast, my bullets run faster!|sound=Soldier DominationScout06.wav}}
 +
 
 +
'''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.
 
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 [[Spy#Melee|melee weapons]] and the [[Engineer]]'s [[Engineer#Melee|melees]] while working on a building, wait 0.25 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.
+
'''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.
  
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).  
+
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). When fixed weapon spread is disabled, 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. The Ambassador and the Enforcer are the sole exceptions to this rule, and can fire a perfectly-accurate shot after a 0.8 second cooldown for the Ambassador and a 0.95 second cooldown for the Enforcer. Weapons that fire multiple pellets, like the [[Shotgun]] and [[Scout]] [[Scout#Primary|primaries]], guarantee a pellet straight down the crosshair if the weapon was not fired within the last 1.25 seconds. When fixed weapon spread is enabled, these weapons that fire multiple pellets will use a fixed spread pattern that does not require a cooldown to be accurate. For example, the Shotgun uses a fixed 3x3 pattern when fixed spreads are enabled. If a weapon fires more than 9 pellets at once, fixed spread will cause multiple pellets to hit the same location.
+
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.
  
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]].
+
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]].
  
 
== Bullet weapons ==
 
== Bullet weapons ==
 
{{Bullet hitscan weapons table}}
 
{{Bullet hitscan weapons table}}
  
==Demonstration==
+
== 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}}
+
{{Youtube|9TJmiDcsxdA}}
 +
 
 +
== Gallery ==
 +
<gallery perrow="4">
 +
File:Scout hitboxes front.png|{{cl|Scout}} bullet hitboxes.
 +
File:Scout hitboxes side.png|Ditto, from the side.
 +
File:Soldier hitboxes front.png|{{cl|Soldier}} bullet hitboxes.
 +
File:Soldier hitboxes side.png|Ditto, from the side.
 +
File:Pyro hitboxes front.png|{{cl|Pyro}} bullet hitboxes.
 +
File:Pyro hitboxes side.png|Ditto, from the side.
 +
File:Demo hitboxes front.png|{{cl|Demoman}} bullet hitboxes.
 +
File:Demo hitboxes side.png|Ditto, from the side.
 +
File:Heavy hitboxes front.png|{{cl|Heavy}} bullet hitboxes.
 +
File:Heavy hitboxes side.png|Ditto, from the side.
 +
File:Engineer hitboxes front.png|{{cl|Engineer}} bullet hitboxes.
 +
File:Engineer hitboxes side.png|Ditto, from the side.
 +
File:Medic hitboxes front.png|{{cl|Medic}} bullet hitboxes.
 +
File:Medic hitboxes side.png|Ditto, from the side.
 +
File:Sniper hitboxes front.png|{{cl|Sniper}} bullet hitboxes.
 +
File:Sniper hitboxes side.png|Ditto, from the side.
 +
File:Spy hitboxes front.png|{{cl|Spy}} bullet hitboxes.
 +
File:Spy hitboxes side.png|Ditto, from the side.
 +
File:Saxton Hale hitboxes front.png|[[Versus Saxton Hale|Saxton Hale]] bullet hitboxes.
 +
File:Saxton Hale hitboxes side.png|Ditto, from the side.
 +
</gallery>
  
 
== See also ==
 
== See also ==
*[[Damage]]
+
* [[Damage]]
*[[Headshot]]
+
* [[Headshot]]
*[[Mechanics]]
+
* [[Mechanics]]
**[[Projectiles]]
+
** [[Projectiles]]
 +
** [[Melee]]
  
 
== External links ==
 
== External links ==
*[[w:Hitscan|Hitscan]] on Wikipedia
+
* [[w:Hitscan|Hitscan]] on Wikipedia
 +
* {{vdc|Hitscan}}
  
*{{vdc|Hitscan}}
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 18:23, 12 August 2024

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 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.

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:

Gallery

See also

External links