Difference between revisions of "Hitscan/zh-hant"
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{{DISPLAYTITLE:擊中掃描}} | {{DISPLAYTITLE:擊中掃描}} | ||
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− | {{Quotation|'''狙擊手'''對於擊中掃描武器的看法| | + | {{Quotation|'''狙擊手'''對於擊中掃描武器的看法|子彈當然是由槍口幼的那一端射出來的啦!|sound=Sniper_DominationSniper18.wav}} |
[[Image:Hitscan.png|275px|right|使用子彈作彈藥的武器的擊中掃描格]] | [[Image:Hitscan.png|275px|right|使用子彈作彈藥的武器的擊中掃描格]] | ||
使用'''擊中掃描'''的武器能即時對於子彈彈道內的玩家造成[[damage/zh-hant|傷害]]。所有擊中掃描的攻擊是由玩家的準星射出,從角色的視水平出發,撇除世界模型及周邊模型的顯示因素。與[[projectiles/zh-hant|拋體]]相異的是,使用擊中掃描的子彈不是基於特定物理模組運行的物體,而是由伺服器方生成、從玩家方才可看到的無限幼的拋體。最後基於子彈擊中及玩家方的顯示設定,擊中掃描的武器隨後就會生成不同效果:擊中傷害顯示、血跡及彈孔。 | 使用'''擊中掃描'''的武器能即時對於子彈彈道內的玩家造成[[damage/zh-hant|傷害]]。所有擊中掃描的攻擊是由玩家的準星射出,從角色的視水平出發,撇除世界模型及周邊模型的顯示因素。與[[projectiles/zh-hant|拋體]]相異的是,使用擊中掃描的子彈不是基於特定物理模組運行的物體,而是由伺服器方生成、從玩家方才可看到的無限幼的拋體。最後基於子彈擊中及玩家方的顯示設定,擊中掃描的武器隨後就會生成不同效果:擊中傷害顯示、血跡及彈孔。 | ||
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若以專業用語表示,擊中掃描的武器的子彈擁有無限的速度,不過這又不代表它們在開火後一定會即時使敵人受傷。 | 若以專業用語表示,擊中掃描的武器的子彈擁有無限的速度,不過這又不代表它們在開火後一定會即時使敵人受傷。 | ||
− | 除了[[Spy/zh-hant|間諜]]的[[Spy#Melee | + | 除了[[Spy/zh-hant|間諜]]的[[Spy#Melee/zh-hant|獨有近戰武器]]之外及[[Engineer/zh-hant|工程師]]在敲打一個建築的[[Engineer#Melee/zh-hant|近戰武器]],'''[[Melee/zh-hant|近戰]]'''武器於輸入攻擊指令後將0.25秒才會進行一下擊中掃描的攻擊。這是為了避免近戰武器於斬擊或打擊動作完成前已經把敵人殺掉。 |
− | + | 擊中掃描攻擊主要有兩種:基於子彈與玩家身上的擊中掃描格的接觸(當然包括「子彈」,還有[[Showdown/zh-hant|指槍]])及基於子彈與環境或拋體擊中掃描格的接觸(抱括近戰武器、[[Chargin' Targe/zh-hant|衝擊刺盾]]的衝撞及其他的嘲諷攻擊)。 | |
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. 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 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. If a weapon fires more than 9 pellets at once, fixed spread will cause multiple pellets to hit the same location. | ||
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Hitscan weapons have the ability to destroy enemy [[Stickybomb Launcher|stickybombs]] once they're attached to a surface. | Hitscan weapons have the ability to destroy enemy [[Stickybomb Launcher|stickybombs]] once they're attached to a surface. | ||
− | == | + | == 使用擊中掃描的武器列表 == |
− | {{Bullet hitscan weapons table}} | + | {{Bullet hitscan weapons table/zh-hant|使用擊中掃描的武器列表}} |
− | == | + | == 影片解說 == |
− | + | 接下來是一段將會解釋每一個模型獨有的擊中掃描格的渲染的影片: | |
{{youtube|9TJmiDcsxdA}} | {{youtube|9TJmiDcsxdA}} | ||
== See also == | == See also == | ||
− | *[[Headshot]] | + | *[[Headshot/zh-hant|爆頭]] |
− | *{{w| | + | *{{w|Wikipedia/zh-hant|維基百科}}上的{{w|Hitscan/zh-hant|擊中掃描}}條目 |
− | + | *{{vdc|Hitscan/zh-hant|Valve Developer Community上的擊中掃描條目}} | |
− | *{{vdc|Hitscan}} | + | [[Category:Gameplay/zh-hant]] |
− | [[Category:Gameplay]] |
Revision as of 19:01, 17 March 2012
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“ | 子彈當然是由槍口幼的那一端射出來的啦!
點擊試聽
— 狙擊手對於擊中掃描武器的看法
|
” |
使用擊中掃描的武器能即時對於子彈彈道內的玩家造成傷害。所有擊中掃描的攻擊是由玩家的準星射出,從角色的視水平出發,撇除世界模型及周邊模型的顯示因素。與拋體相異的是,使用擊中掃描的子彈不是基於特定物理模組運行的物體,而是由伺服器方生成、從玩家方才可看到的無限幼的拋體。最後基於子彈擊中及玩家方的顯示設定,擊中掃描的武器隨後就會生成不同效果:擊中傷害顯示、血跡及彈孔。
若以專業用語表示,擊中掃描的武器的子彈擁有無限的速度,不過這又不代表它們在開火後一定會即時使敵人受傷。
除了間諜的獨有近戰武器之外及工程師在敲打一個建築的近戰武器,近戰武器於輸入攻擊指令後將0.25秒才會進行一下擊中掃描的攻擊。這是為了避免近戰武器於斬擊或打擊動作完成前已經把敵人殺掉。
擊中掃描攻擊主要有兩種:基於子彈與玩家身上的擊中掃描格的接觸(當然包括「子彈」,還有指槍)及基於子彈與環境或拋體擊中掃描格的接觸(抱括近戰武器、衝擊刺盾的衝撞及其他的嘲諷攻擊)。
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 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. If a weapon fires more than 9 pellets at once, fixed spread will cause multiple pellets to hit the same location.
Hitscan weapons have the ability to destroy enemy stickybombs once they're attached to a surface.
使用擊中掃描的武器列表
Template:Bullet hitscan weapons table/zh-hant
影片解說
接下來是一段將會解釋每一個模型獨有的擊中掃描格的渲染的影片: