Projectiles/pl

From Team Fortress Wiki
< Projectiles
Revision as of 14:23, 3 May 2013 by Khanth (talk | contribs) (Created page with "{{needimage|Manmelter Flare}} 250px|right|Assistance bitte! {{Quotation|'''The Scout'''|Catch dis.|sound=Scout_stunballhittingit02.wav}}{{Related images|Pro...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Assistance bitte!
Catch dis.
The Scout
Ico camera.png Powiązane obrazy:


Projectiles, unlike hitscan bullets, do not travel instantaneously across the map but rather at a preset speed, differing depending on the projectile, and are often subject to engine physics. Projectiles use a large hitbox shared by all classes to judge contact, the same as that used by melee weapons, other players, and the environment. The damage of a projectile is usually determined by the distance the target is from the attacker upon collision or, alternatively, from the spot said attacker was at upon death. Many projectiles have unique properties, which differ depending on the weapon. Projectiles are not affected by lag compensation. Maps are coded so that at the edge of their area projectiles disappear.

A Heavy's dropped Sandvich; pieces of destroyed Stickybombs, buildings, and Sappers; and dropped weapon pickups from dead players are not considered projectiles. Although they are launched and subject to engine physics, they have different properties.

Special projectiles

The properties of projectiles differ depending on the weapon that fired them. Projectiles often damage on contact like a hitscan bullet. Alternatively, many projectiles generate explosions upon contact, or in the case of the Demoman, generate explosions and destroy themselves when a certain time has passed (in the case of grenades) or at the Demoman's cue (in the case of Stickybombs). All projectiles except rockets and energy blasts are subject to gravity and fall downward. The damage of the projectiles that are fired from the Demoman's weapons (after five seconds, in the case of stickybombs), the Flare Gun, the Detonator, the Manmelter, a level 3 Sentry Gun, and the Huntsman are not affected by distance; however, the Crusader's Crossbow has an inverted damage falloff (which means damage and healing increase by distance). Certain projectiles apply effects upon contact. The baseballs launched by the Sandman apply a stunning effect, while the Wrap Assassin's bauble inflicts bleed, and flares set enemies on fire. Jarate and Mad Milk do not deal damage at all, but instead apply their respective effects to enemies, temporarily remove the Cloaking ability from Spies, and put out fires within their splash radius. The Blutsauger and Black Box restore health to the firing Medic or Soldier on a hit, and the Crusader's Crossbow heals and damages a teammate or enemy respectively. The Huntsman can also be made to apply the fire effect when ignited. Note that effects are not applied when the target is ÜberCharged by a Medi Gun.

Stickybombs adhere to the environment, but bounce off spawn walls, players, and certain other objects. Arrows stick to players and the environment, but only cosmetically; syringes also cosmetically stick to the environment. Rockets from a level 3 Sentry Gun track targets slightly and circle each other in flight; the cluster of four is considered a single object.

Flames

Osobny artykuł: Fire

Flames are large, damage-dealing, player-igniting 'particles' fired from the Pyro's primary weapons: the Flamethrower, Backburner, Degreaser, Rainblower, and Phlogistinator. They use the projectile hitbox to judge contact, like projectiles, but do not have a visible model, have both a limited lifetime and a maximum distance, and have their damage largely determined by time since fired rather than distance. Also unlike projectiles, flames do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. Flames also do not make contact with the environment; however they will not deal damage should the center of the particle first pass through the environment or through water. Flames have a "negative" curve that cause them to drift upward, and their momentum is partially determined by the firing Pyro's movement. Both the Righteous Bison and the Pomson 6000 fire a mass of flame particles instead of a normal projectile, and use the particle hitboxes. However, unlike 'usual' flame particles, their shots do not light targets on fire and have no set lifetime. As such, they are able to light Huntsman arrows , cannot be reflected and penetrate targets.

Explosions

Explosions are instantly damaging splash effects produced by projectiles (and the Kamikaze taunt and Ullapool Caber melee weapon), that usually have significant knock back. They also use the projectile hitbox. The knock back, size, and damage of explosions vary depending on the projectile that generates them. Explosions cannot pass through walls, and thus conform their shape to the shape of their surroundings. They deal damage and knock back proportional to the amount of hitbox encompassed in their radius and the distance between their origins and the midpoints of affected players. Explosions can hit the player that fired them, which may be used to augment jumping.

The compression blast and splash effects from Jarate and Mad Milk are sometimes classified as explosions, and have similar properties, conforming to walls in the same way.

Explosions (with the exception of the Scottish Resistance) will not destroy stickybombs but will knock them away.

Syringes

Syringes, fired by the Syringe Gun, the Blutsauger and the Overdose, are the only projectile amongst Stock weapons that cannot be destroyed or reflected by other projectiles or a compression blast. They also deal bullet damage (therefore inflicting bonus damage to enemies with a weakness to bullets and disarming Stickybombs), which is also unique amongst projectiles.

Other properties of projectiles

The compression blast ability of the Pyro's primary weapons can reflect all projectiles except syringes and small energy beams from the Righteous Bison and the Pomson 6000. With the exception of Stickybombs, once reflected, projectiles switch ownership to the Pyro who reflected them and deal Mini-Crit damage on enemies they hit. Baseballs from the Sandman can be reflected by a well-timed swing with the Sandman.

The Huntsman's arrows critically headshot when they pierce a particular area of the projectile hitbox that is shared by all classes, although the Crusader's Crossbow, which shares the same projectile, does not. The Backburner Crits when attacking an area behind of the hitbox. The flares from a Flare Gun deal Critical hits on burning players.

When colliding in mid-air, Critical projectiles and arrows destroy other projectiles. Flares can destroy other flares. Stickybombs can be destroyed by bullets, syringes, melee weapons, or Scottish Resistance's stickybombs, dropping ammo.

Projectiles

Lista pocisków
Pocisk Broń Szybkość (JH/s) Po łuku Przytwierdzanie Odbijanie Pocisk może zostać zniszczony przez
Mad Milk
Słoik
Leaderboard class scout.png Wściekłe mleko
1019,9
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Mutated Milk
Słoik
Leaderboard class scout.png Zmutowane mleko
Flying Guillotine
Tasak
Leaderboard class scout.png Latająca gilotyna
3000
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Sandman Baseball.png
Piłka baseballowa
Leaderboard class scout.png Piaskun
3000
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Festive ornament red.png
Bombka
Leaderboard class scout.png Pakujący zabójca
Rocket.png
Rakieta
Leaderboard class soldier.png Celny strzał
1980
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Leaderboard class soldier.png Wyrzutnia wolności
1540
Leaderboard class soldier.png Wyrzutnia rakiet
Czarna skrzynka
Rakietowy skoczek
Pierwowzór
Bazooka biedaka
1100
RED Cow Mangler 5000 Beam.png
Duża wiązka energii
Leaderboard class soldier.png Wyżymaczka krów 5000
  • Krótkie spięcie
Air Strike Projectile.png
Rakieta
Leaderboard class soldier.png Atak powietrzny
  • Krótkie spięcie
RED Righteous Bison Beam.png
Mała wiązka energii
Leaderboard class soldier.png Prawy bizon
1200
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram cross.png Nie
Dragon's Fury fireball.png
Kula ognia
Leaderboard class pyro.png Smocza furia
3000
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Flare proj red.png
Flara
Leaderboard class pyro.png Pistolet sygnałowy
Piekąca palba
2000
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Detonator proj red.png
Flara
Leaderboard class pyro.png Detonator
Flare proj red.png
Flara
Leaderboard class pyro.png Człekoroztapiacz
3000
RED Gas Passer.png
Kanister
Leaderboard class pyro.png Rozpałka
2009,2
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Grenade proj red.png
Granat
Leaderboard class demoman.png Granatnik
1216,6
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Leaderboard class demoman.png Loch-n-Load
1513,3
Loose Cannon proj red.png
Kula armatnia
Leaderboard class demoman.png Działo nawalone
1453,9
RED Iron Bomber Projectile.png
Granat
Leaderboard class demoman.png Żelazny bombardier
1216,6
Sticky proj red.png
Bomba samoprzylepna
Leaderboard class demoman.png Wyrzutnia bomb samoprzylepnych
925,38 2409,2
Pictogram tick.png Tak Pictogram neutral.png Do powierzchni Pictogram tick.png Tak W powietrzu:
  • Krótkie spięcie

Na powierzchni:

  • Naboje
  • Bronie do walki wręcz
  • Strzykawki
  • Szkocki opór
  • Wyrzutnik szybkobomb
  • Krótkie spięcie
  • Detonator
  • Piekąca palba
Scores proj red.png
Bomba samoprzylepna
Leaderboard class demoman.png Szkocki opór
Sticky Jumper bomb RED.png
Bomba samoprzylepna
Leaderboard class demoman.png Bombowy skoczek
RED Quickiebomb Launcher Projectile.png
Bomba samoprzylepna
Leaderboard class demoman.png Wyrzutnik szybkobomb
930,88 2409,2
Sentry Rocket.png
Rakieta
Leaderboard class engineer.png Działko strażnicze (Poziomu 3)
1100
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
RED Pomson 6000 Beam.png
Mała wiązka energii
Leaderboard class engineer.png Pomson 6000
1200
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram cross.png Nie
Rescue Ranger Projectile RED.png
Pazur naprawczy
Leaderboard class engineer.png Ryzykowny ratunek
2400
Pictogram tick.png Tak Pictogram tick.png Tak Pictogram tick.png Tak
  • Krótkie spięcie
RED Syringe Gun Ammo.png
Strzykawka
Leaderboard class medic.png Pistolet strzykawkowy
Blutsauger
Końska dawka
1000
Pictogram tick.png Tak Pictogram neutral.png Do powierzchni Pictogram cross.png Nie
Leaderboard class medic.png Kusza krzyżowca
2400
Pictogram tick.png Tak Pictogram tick.png Tak Pictogram tick.png Tak
  • Krótkie spięcie
Arrow proj.png
Strzała
Leaderboard class sniper.png Łowca
Bojowy łuk bloczkowy
1800 2600
Pictogram tick.png Tak Pictogram tick.png Tak Pictogram tick.png Tak
  • Krótkie spięcie
Jarate
Słoik
Leaderboard class sniper.png Sikwondo
1017,9
Pictogram tick.png Tak Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie
Self-Aware Beauty Mark
Słoik
Leaderboard class sniper.png Samoświadomy pieprzyk
Grappling Hook Projectile.png
Kotwiczka
TF2 crosshair orange.png Kotwiczka
1500
Pictogram cross.png Nie Pictogram tick.png Tak Pictogram cross.png Nie
Spellbook Pickup.png
Magiczne zaklęcia
TF2 crosshair orange.png Magiczne zaklęcia
422,17 1019,8
Pictogram neutral.png Czasami Pictogram cross.png Nie Pictogram cross.png Nie
Monoculus proj.png
Rakieta
Monoculus angry.png MONOCULUS
330 1100
Pictogram cross.png Nie Pictogram cross.png Nie Pictogram tick.png Tak
  • Krótkie spięcie

See also