I'm talking about UT2K4 weapons of course. I have a pretty good idea what "hitscan" means but I am not completely sure. Could somebody give me a solid definition? Or is it two words; "hit scan"?
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Please define "hitscan" for me?
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Ok - there are two types of weapons in the game.
Projectile, and hit-scan. (Put it 2 words, 1 word, who cares? People will know what you mean.)
Projectile weapons spawn an object that travels through the level and causes damage if it hits the person. Biorifle, Flak Cannon, Rocket Launcher, Shock Core, Sniper-Rifle, Grenade, AVRIL, etc.
Hit scan weapons are instantaneous aim-checks (well... instantaneous as of the server getting the packet from you saying you shot. You still need to account for lag somewhat). These aim-checks determine if you actually had a hit on your target with the weapon, and do damage accordingly. These include shock-rifle, lightning gun, minigun, primary assault-rifle fire. Effectively sniper rifle. Edit: Link-gun 2ndary?
You'll note the bold text on sniper rifle. I have been told by some players that the sniper rifle actually has a projectile that is moving at a ridiculous speed ingame, but that it's still a projectile. I haven't a clue... w/ the exception of Deck17 I seldom play maps that have it, so I can't vouch. If it DOES have one, it's still just about a hitscan due to the speed, so oh well.
To sum it up:
Hit-scan = The server "scans" to see if your shot hit the target instantly. No projectile.
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Also, the lit up bullets that you see shooting out of the minigun and moving towards the target at high speeds mean nothing. They're only for decoration and to give the effect that bullets are actually coming out.
Hitscan weapons also have no lockdown. Lockdown is when you get shot while in mid-air, and you lose all momentum. Basically, it cuts off your jump.
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Originally posted by NiTrOcALyPsE
Also, the lit up bullets that you see shooting out of the minigun and moving towards the target at high speeds mean nothing. They're only for decoration and to give the effect that bullets are actually coming out.
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Originally posted by wickedsteve
Thanks Sundae and NiTrOcALyPsE for replies. The mini gun bullets always misled me. I thought they actually meant there was a projectile was some measure of speed instead of instantly covering the distance to targets. Does the game engine scan exactly where the bullets go, since they seem to have a bit of spread? It seem like it does, like the bullets spraying out are accurate representations of the hitscan.
But I'm not sure.
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Originally posted by NiTrOcALyPsE
Hitscan weapons also have no lockdown. Lockdown is when you get shot while in mid-air, and you lose all momentum. Basically, it cuts off your jump.
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Originally posted by Lert
I think that the game engine just keeps a circle on a target and randomises where the minigun's hit-scan bullets hit in that circle, then crossreferences that with the hitbox of the dood being shot at and applies damage accordingly. The circle would widen when you fire at longer ranges.
But I'm not sure.
PL
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Originally posted by NakedApe
Lockdown has nothing to do with hitscan. Linkgun secondary is hitscan and has lockdown. The momentum cancellation (which isn't really lockdown) also happens in certain situations (lifts for example) with projectile weapons like rockets and flak.
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Originally posted by NiTrOcALyPsE
Hitscan weapons do not have lockdown, with the exception of link secondary because it only shoots maybe 20 feet, and minigun turrets for some unknown reason. I find it fully understandle why the minigun does not have lockdown, it makes no sense when it comes to physics, and it's very easy to hit somebody with it. Being hit by a projectile such as a rocket, on the other hand, is very different.
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Originally posted by NiTrOcALyPsE
Hitscan weapons do not have lockdown, with the exception of link secondary because it only shoots maybe 20 feet, and minigun turrets for some unknown reason. I find it fully understandle why the minigun does not have lockdown, it makes no sense when it comes to physics, and it's very easy to hit somebody with it. Being hit by a projectile such as a rocket, on the other hand, is very different.
Hitscan is a method the server uses to determine if weaponfire hit a player or not. What happens when you hit is determined by the weapon in question, not how the hit was determined.
Shieldgun primary, assault rifle primary, shock primary, link secondary, minigun primary and secondary, lightning gun, sniper and ion painter are hitscan, the others are not.
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I know what hitscan is. I know which weapons have hitscan. There's no need to tell me that.
I meant that they're related in the sense that hitscan weapons (With some exceptions) have had lockdown removed due to unrealistic physics and general gameplay problems. I never said that one was definitive of the inclusion of the other.
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Originally posted by NiTrOcALyPsE
I know what hitscan is. I know which weapons have hitscan. There's no need to tell me that.
Originally posted by NiTrOcALyPsE
I never said that one was definitive of the inclusion of the other.Hitscan weapons also have no lockdown
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Originally posted by TheRealPlayer
Slight clarification on minigun....
Minigun secondary is NOT hitscan. It shares roughly the same travel properties as the MG turret, which is also not hitscan.
Nope... minigun secondary is DEFINITELY hitscan. I just extracted the classes for it and read them. Minigun alternative fire simply extends the code for the primary fire, changing a few variables. Namely the damage, windup speed, bullet spread, and "rotations" (the gun's speed is defined off barrel rotations p/second). The entire gun is hitscan.
What you may be experiencing is the delay variable (I forget the name... just closed it now :-X) set to 0.25 in minigun secondary. Basically, once you start shooting there's an extra quarter-second delay before it starts hitting things. Once it does, though, it keeps hitting constantly like the primary fire.
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