Difference between revisions of "Hitscan"
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{{Quotation|'''The Sniper'''|How's that bullet feel? Feel good? Huh? Huh?|sound=Sniper_revenge09.wav}} | {{Quotation|'''The Sniper'''|How's that bullet feel? Feel good? Huh? Huh?|sound=Sniper_revenge09.wav}} | ||
− | '''Hitscan''' attacks instantly [[damage]] targets in their path. Unlike [[projectile]] | + | '''Hitscan''' attacks instantly [[damage]] targets in their path. All hitscan attacks emit from the crosshair, despite what is suggested by the view model, likely to aid [[Sniper]]s for close-range headshots. Unlike [[projectile]] attacks, 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. 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. |
− | + | 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 and the [[Engineer]]'s melees while working on a building wait .25 seconds after input before | + | '''[[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 .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 enviromental/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 (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 [[Heavy#Primary|primaries]], appear to fire at different times than when they actually do. | + | 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 == | ||
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==See Also== | ==See Also== | ||
− | {{w|Hitscan}} on {{w|Wikipedia}} | + | *{{w|Hitscan}} on {{w|Wikipedia}} |
− | {{vdc|Hitscan}} | + | *{{vdc|Hitscan}} |
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 05:50, 28 December 2010
“ | How's that bullet feel? Feel good? Huh? Huh?
Click to listen
— The Sniper
|
” |
Hitscan attacks instantly damage targets in their path. All hitscan attacks emit from the crosshair, despite what is suggested by the view model, likely to aid Snipers for close-range headshots. Unlike projectile attacks, 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. 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.
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 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