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Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
16
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Posted - 2013.09.05 19:28:00 -
[1] - Quote
Master Jaraiya wrote:it is the bullets missing. I have noticed, that when moving, you can be hit by the dispersed projectiles as well as the accurately placed projectiles.
It's not.
Wikipedia wrote:To improve the realism, programmers may use hitscan functions in slightly different ways - for example, applying a random perturbation to the calculated path to simulate inaccuracy. http://en.wikipedia.org/wiki/Hitscan |
Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
17
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Posted - 2013.09.05 20:44:00 -
[2] - Quote
Master Jaraiya wrote:Just look up there, I countered their arguments, where are they now?
Laughing. |
Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
23
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Posted - 2013.09.05 23:59:00 -
[3] - Quote
DeadlyAztec11 wrote:P.S COD has hit scans too. So if you didn't know, I just blew your mind O.O A lot of the weapons in the Unreal Engine are hitscan, too. They're the easiest to modify and customize in UnrealEd in my opinion.
I think a lot of confusion comes from hitscan weapons being accompanied by particle or sprite effects that don't match up (in RoF, "travel" speed, or aim point) with the invisible hitscan beam. This can result in more visual dispersion than is actually applied and "bullets" appearing to miss while still doing damage.
An excellent example of a non-hitscan weapon in DUST is the Flaylock Pistol. Rather than creating a hitscan beam and accompanying effects, it generates an actual object that briefly exists in the map. When that object is destroyed by contact or maximum travel time it deals damage and triggers the splash damage effect. This allows the Flaylock projectile to have a parabolic arc, though not as pronounced as the Mass Driver. |
Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
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Posted - 2013.09.06 14:58:00 -
[4] - Quote
Zekain K wrote:*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. Dispersion is simulated by changing the angle of the hitscan beam. It isn't a continuous line, but a pulse at the weapon's rate of fire. The less accurate the weapon, the larger the cone of dispersion.
Travel time can be simulated by triggering the animation before the hitscan function. With full-auto weapons this really only affects the first shot.
These are two things, and they do exist. |
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