Difference between revisions of "Hitscan"

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(Undo edit by Kani0824 (Talk) (700864) thats a projectile weapon)
m (Just fixed the ordering of some weapons by loadout slot.)
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| style="background-color:#FFDDAD;" valign="middle" |  [[File:Sentries.png|75x75px|link=Sentry Gun]] <br /> '''[[Sentry Gun]]'''
 
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| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Submachine Gun|size=75x75px}}
 
| style="background-color:#FFDDAD;" valign="middle" | {{Table icon|Submachine Gun|size=75x75px}}
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Revision as of 04:12, 17 September 2011

The bullets come out of the slim end, mate!
The Sniper on how hitscan weapons work.

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 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. 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.

Hitscan weapons

List of bullet-based hitscan weapons
Scattergun
Scattergun
Force-A-Nature
Force-A-Nature
Shortstop
Shortstop
Soda Popper
Soda Popper
Pistol
Pistol
Lugermorph
Lugermorph
Winger
Winger
Shotgun
Shotgun
Reserve Shooter
Reserve Shooter
Shotgun
Shotgun
None
Minigun
Minigun
Natascha
Natascha
Iron Curtain
Iron Curtain
Brass Beast
Brass Beast
Tomislav
Tomislav
Shotgun
Shotgun
Family Business
Family Business
Shotgun
Shotgun
Frontier Justice
Frontier Justice
Widowmaker
Widowmaker
Pistol
Pistol
Lugermorph
Lugermorph
Sentries.png
Sentry Gun
None
Sniper Rifle
Sniper Rifle
Sydney Sleeper
Sydney Sleeper
Bazaar Bargain
Bazaar Bargain
Machina
Machina
Submachine Gun
SMG
Revolver
Revolver
Ambassador
Ambassador
L'Etranger
L'Etranger
Big Kill
Big Kill
Enforcer
Enforcer
Diamondback
Diamondback

Demonstration

The following is a model-by-model video rendering of the bullet-based hitboxes:

See also