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Hitscanning is unique among damage in Wolfenstein 3D in that not one but two calculations are performed, one to determine if a hit actually occurred, and another for damage dealt.

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  • Hitscan
  • Hitscan
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  • Hitscanning is unique among damage in Wolfenstein 3D in that not one but two calculations are performed, one to determine if a hit actually occurred, and another for damage dealt.
  • Hitscans are fired by all bullet-firing weapons in the Call of Duty series, apart from the PTRS-41 anti-material rifle in Call of Duty, the Barrett .50cal in "One Shot One Kill" in Call of Duty 4: Modern Warfare, the Barrett .50 Cal with a Thermal Scope in "Of Their Own Accord" in Call of Duty: Modern Warfare 2, the RSASS in "Blood Brothers" in Call of Duty: Modern Warfare 3, certain pistols in Call of Duty: Black Ops II, and some machine gun turrets. They travel in perfectly straight lines at infinite velocities and are infinitely thin. They disappear once all damage is lost due to wall penetration or when they hit a level's boundary. In the interest of balance, shotgun hitscans disappear after passing a certain distance, making it impossible to hit a target that is beyond a certain dista
  • Hitscan attacks hit or miss their target the very moment the attack is launched, and therefore cannot be dodged. All melee and bullet attacks work like this; there are no projectiles involved, invisible or otherwise. Melee attacks have a range of 64 units and bullet attacks a range of 2048 units.
  • Un Registro de Impacto (Hitscan) es un cálculo realizado por un juego para encontrar el punto en el que una línea dada cruza un objeto del juego, y se utiliza comúnmente para determinar si una bala o proyectil golpea un objetivo al haber sido disparada desde un arma. Un arma de proyectiles que utiliza información hitscan sin modificar para dictaminar si ha alcanzado o no su objetivo, a menudo se llama un arma hitscan. En realidad, en este tipo de disparo no hay ningún tipo de balística involucrada.
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abstract
  • Hitscans are fired by all bullet-firing weapons in the Call of Duty series, apart from the PTRS-41 anti-material rifle in Call of Duty, the Barrett .50cal in "One Shot One Kill" in Call of Duty 4: Modern Warfare, the Barrett .50 Cal with a Thermal Scope in "Of Their Own Accord" in Call of Duty: Modern Warfare 2, the RSASS in "Blood Brothers" in Call of Duty: Modern Warfare 3, certain pistols in Call of Duty: Black Ops II, and some machine gun turrets. They travel in perfectly straight lines at infinite velocities and are infinitely thin. They disappear once all damage is lost due to wall penetration or when they hit a level's boundary. In the interest of balance, shotgun hitscans disappear after passing a certain distance, making it impossible to hit a target that is beyond a certain distance from the shooter. Because the hitscans travel at infinite velocity and in perfectly straight lines, bullet drop and the target's movement does not need to be compensated for. This means that aiming above/in front of a target does not need to be done to hit a moving target or a target at long range (except in certain cases where lag may also be a factor). In Call of Duty: Modern Warfare 2, every few hitscans fired will be a tracer round, it will show up as a bright yellow flash zig-zagging towards whatever is being shot at. This effect is much more noticeable with a Silencer, which eliminates muzzle flash, and FMJ, which actually increases the frequency at which these tracer rounds are generated. Note that tracer rounds in this sense refers to a purely aesthetic effect, and not an actual in-game entity. In Call of Duty: Black Ops, all hitscans are possible to see unlike the previous Call of Duty games (except for shotguns and certain weapons involved in previous games). This is easily seen comparing the sniper rifle shots from Black Ops to sniper rifles shots from the previous games. Call of Duty: Black Ops II introduces bullet trails exclusively for the sniper rifles. When a sniper rifle round is shot, all other players will see a distinct smokey trail coming from where the hitscan was shot, all the way to its final destination. The trail will slowly rise up and disappear a while after it appears.
  • Hitscanning is unique among damage in Wolfenstein 3D in that not one but two calculations are performed, one to determine if a hit actually occurred, and another for damage dealt.
  • Hitscan attacks hit or miss their target the very moment the attack is launched, and therefore cannot be dodged. All melee and bullet attacks work like this; there are no projectiles involved, invisible or otherwise. Melee attacks have a range of 64 units and bullet attacks a range of 2048 units. Melee attacks are monster and weapon specific, but the damage done by a single bullet is a fixed (though randomized) value. The damage caused by a ranged hitscan attack only varies (excluding the randomization) according to the number of bullets fired by the weapon or monster. In addition, the damage dealt by player and monster bullet hitscan attacks is slightly different: player bullets do 5 to 15 and monster bullets 3 to 15 hit points of damage. Monster melee attacks use a simple range check, whereas bullet attacks and player melee attacks use a hitscan line computation system to assist with autoaiming and to make sure there is no unwanted target in-between the attacker and its victim. Note that up to Doom 1.4, demons used a full-blown hitscan line attack with their bite, allowing for the occasional (but rare) demon-started infighting. This was changed to a range check like the imp and baron of hell melee attacks in v1.5.
  • Un Registro de Impacto (Hitscan) es un cálculo realizado por un juego para encontrar el punto en el que una línea dada cruza un objeto del juego, y se utiliza comúnmente para determinar si una bala o proyectil golpea un objetivo al haber sido disparada desde un arma. Un arma de proyectiles que utiliza información hitscan sin modificar para dictaminar si ha alcanzado o no su objetivo, a menudo se llama un arma hitscan. Disparar el arma llama a la función hitscan, y si se detecta un objeto en la trayectoria del proyectil, un golpe es registrado. De tal forma, al impactar su objetivo en el mismo momento en que el ataque se lanzó, la velocidad del proyectil es infinita y por lo tanto no se pueden esquivar. Todos los ataques cuerpo a cuerpo y de bala funcionan de esta forma; no hay proyectiles realmente involucrados, invisibles o no. Los ataques cuerpo a cuerpo tienen un alcance de 64 unidades y los ataques de bala un alcance de 2.048 unidades. En realidad, en este tipo de disparo no hay ningún tipo de balística involucrada. Los ataques hitscan disparados en el interior de grandes sectores (no necesariamente espacios abiertos) pueden chocar con una barrera invisible.
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