擊中掃描

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子彈當然是由槍口幼的那一端射出來的啦!
狙擊手對於擊中掃描武器的看法
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:

See also