Difference between revisions of "Hitscan"

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{{Quotation|'''The Sniper''' on how hitscan weapons work|The bullets come out of the slim end, mate!|sound=Sniper_DominationSniper18.wav}}
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[[File:Scout bullet hitboxes.png|275px|right|The hitboxes used for bullet-based weapons]]
'''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.
 
  
In technical terms, this means that hitscan weapons have infinite velocity, but this does not mean that they always damage instantly after firing.
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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}}
  
'''[[Melee]]''' weapons, with the exception of the [[Spy]]'s [[Spy#Melee|unique 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.
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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.  
  
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).  
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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.
  
Bullet-based weapons (a list of which is given below) fire infinite lines. 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 is the sole exception to this rule, and can fire a perfectly-accurate shot after a 0.8 second cooldown. 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 mutliple 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.
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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.
  
== Hitscan weapons ==
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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).
{|class="wikitable" width="50%" style="text-align:center; font-size:90%" cellpadding=2
 
! colspan="11" style="background-color:#F3A957;" | List of bullet-based hitscan weapons
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|scout|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Scattergun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Force-A-Nature|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Shortstop|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Soda Popper|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Pistol|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Lugermorph|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Winger|size=75x75px}}
 
  
|-
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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 [[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.
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|soldier|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Shotgun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Reserve Shooter|size=75x75px}}
 
  
|-
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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]].
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|pyro|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Shotgun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Reserve Shooter|size=75x75px}}
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|demoman|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | ''None''
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|heavy|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Minigun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Natascha|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Iron Curtain|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Brass Beast|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Tomislav|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Shotgun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Family Business|size=75x75px}}
 
  
|-
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== Bullet weapons ==
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|engineer|br=yes}}
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{{Bullet hitscan weapons table}}
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Shotgun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Frontier Justice|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Widowmaker|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Pistol|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Lugermorph|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" |  [[File:Sentries.png|75x75px|link=Sentry Gun]] <br /> '''[[Sentry Gun]]'''
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|medic|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | ''None''
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|sniper|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Sniper Rifle|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Sydney Sleeper|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Bazaar Bargain|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Machina|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Submachine Gun|size=75x75px}}
 
|-
 
| width="30px" style="background-color:#ffbd7e;" rowspan="1" | {{Class link|spy|br=yes}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Revolver|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Ambassador|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|L'Etranger|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Big Kill|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Enforcer|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Diamondback|size=75x75px}}
 
  
|}
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== Demonstration ==
 +
The following is a model-by-model video rendering of the bullet-based hitboxes:
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{{Youtube|9TJmiDcsxdA}}
  
==Demonstration==
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== Gallery ==
The following is a model-by-model video rendering of the bullet-based hitboxes:
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<gallery perrow="4">
{{youtube|9TJmiDcsxdA}}
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File:Scout hitboxes front.png|{{cl|Scout}} bullet hitboxes.
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File:Scout hitboxes side.png|Ditto, from the side.
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File:Soldier hitboxes front.png|{{cl|Soldier}} bullet hitboxes.
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File:Soldier hitboxes side.png|Ditto, from the side.
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File:Pyro hitboxes front.png|{{cl|Pyro}} bullet hitboxes.
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File:Pyro hitboxes side.png|Ditto, from the side.
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File:Demo hitboxes front.png|{{cl|Demoman}} bullet hitboxes.
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File:Demo hitboxes side.png|Ditto, from the side.
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File:Heavy hitboxes front.png|{{cl|Heavy}} bullet hitboxes.
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File:Heavy hitboxes side.png|Ditto, from the side.
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File:Engineer hitboxes front.png|{{cl|Engineer}} bullet hitboxes.
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File:Engineer hitboxes side.png|Ditto, from the side.
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File:Medic hitboxes front.png|{{cl|Medic}} bullet hitboxes.
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File:Medic hitboxes side.png|Ditto, from the side.
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File:Sniper hitboxes front.png|{{cl|Sniper}} bullet hitboxes.
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File:Sniper hitboxes side.png|Ditto, from the side.
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File:Spy hitboxes front.png|{{cl|Spy}} bullet hitboxes.
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File:Spy hitboxes side.png|Ditto, from the side.
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File:Saxton Hale hitboxes front.png|[[Versus Saxton Hale|Saxton Hale]] bullet hitboxes.
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File:Saxton Hale hitboxes side.png|Ditto, from the side.
 +
</gallery>
  
 
== See also ==
 
== See also ==
*[[Headshot]]
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* [[Damage]]
*{{w|Hitscan}} on {{w|Wikipedia}}
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* [[Headshot]]
 +
* [[Mechanics]]
 +
** [[Projectiles]]
 +
** [[Melee]]
 +
 
 +
== External links ==
 +
* [[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