History Main / Hitscan

27th May '16 1:49:08 AM Zeke
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* In ''Videogame/MegaManBattleNetwork'', [=MegaMan.EXE=]'s arm cannon works by hitscan, as do many common chips like Cannon and Spreader. Same goes for the sequel series ''Videogame/MegaManStarForce''. (This contrasts sharply with the rest of the Mega Man franchise -- see below.)




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* The ''Videogame/MegaMan'' franchise has an abiding love of visible projectiles. There are hundreds of obtainable weapons in the franchise, but hardly any are hitscan-based (except, as noted above, in the ''Battle Network'' and ''Star Force'' series).
23rd May '16 2:48:30 PM Brick3621
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In some early videogames, the game engine did not have enough computational power to actually keep track of all moving projectiles (like the bullets fired from the player's gun), let alone incorporate realistic physical factors like atmospheric friction or gravity.

In some games, this was mediated by placing a limit of OneBulletAtATime. In others, developers chose a Hitscan weapon.

Hitscan weapons do not actually fire anything; instead, when the player pulls the trigger, the weapon traces a trajectory in front of the player and instantly hits whatever the line intersects with first. This differs from a ''projectile'' weapon, whose bullets are independent data objects with a known position and speed (be it fast or [[PainfullySlowProjectile slow]]) that the game actively tracks and checks against potential collisions. A hitscan can be useful in situations where the projectile is moving so fast that it would be difficult to track, such as with realistic lasers and bullets across short distances.

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In some many early videogames, video games, the game engine did not have enough computational power to actually keep track of all moving projectiles (like the bullets fired from the player's gun), let alone incorporate realistic physical factors like atmospheric friction aerodynamics or gravity.

gravity. In some games, this was mediated by placing implementing a limit of OneBulletAtATime. In others, developers chose a implemented Hitscan weapon.

weapons.

Hitscan weapons do not actually fire anything; instead, when the player pulls the trigger, the weapon traces a trajectory in front of the player and instantly hits affects whatever the line intersects with first. This differs from a ''projectile'' weapon, whose bullets are independent data objects with a known position and speed (be it fast or [[PainfullySlowProjectile slow]]) that the game actively tracks and checks against potential collisions. A hitscan Hitscan can be useful in situations where the projectile is either particularly difficult to track or is moving so fast that it would be difficult to track, such as with realistic lasers and bullets across over a short distances.
enough distance that an instantaneous straight line is a practically exact approximation of the projectile's actual path.
5th May '16 1:44:07 PM slvstrChung
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* In the ''Franchise/MassEffect'' series, weapon tech has reached the point to where bullets are actually small pieces from a block of metal ("ammunition block") that are first significantly reduced in mass by a new element ("element zero"), and then propelled electromagnetically to such ludicrous speeds that the hitscan is pretty well justified.

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* In the The ''Franchise/MassEffect'' series, weapon tech has reached series is a SpaceOpera. Whilst human guns still fire physical projectiles, the point to where bullets are actually small pieces from a block tiny shavings of metal ("ammunition block") that are first significantly reduced in mass by a new element ("element zero"), the local {{Phlebotinum}}, "element zero", and then propelled electromagnetically to such ludicrous speeds that the hitscan is pretty well justified.
29th Mar '16 7:58:18 PM TARINunit9
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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a relatively low-damage projectile. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output. By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].

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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a relatively low-damage projectile.normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
9th Oct '15 4:36:32 PM nombretomado
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* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''PerfectDark'' both have fake tracers. In ''PerfectDark'' even ''crossbow bolts'' are hitscan.

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* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''PerfectDark'' ''VideoGame/PerfectDark'' both have fake tracers. In ''PerfectDark'' ''VideoGame/PerfectDark'' even ''crossbow bolts'' are hitscan.
6th Oct '15 11:48:01 AM kknizaa
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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a relatively low-damage projectile. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.[[/note]].

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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a relatively low-damage projectile. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.[[/note]]. By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].



*** From lengthy testing and messing around, New Vegas is a weird sort of hitscan - you do have to compensate for movement and often have to lead your target, but if it registers a hit the game seems to know in advance, if not necessarily right away. It's a bit harder to be sure in Fallout 3 without mods because the sights are either horrible or nonexistent.



* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2''. Averted with the Bow, where the arrows are affected by gravity. (Just like real arrows!)

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* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2''. Averted But not with the Bow, where the arrows are affected by gravity. (Just like real arrows!)



* [[Videogame/{{Elite}} Elite:Dangerous]], being closer to realistic, averts FrickinLaserBeams with laser weapons. Every other projectile weapon is properly modeled, even the extreme velocity [[MagneticWeapons rail guns]].




!!Aversions:

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\n!!Aversions:* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage in the process.

!!Exceptions:



* ''VideoGame/{{Borderlands}}'' uses projectile modeling for every weapon in the game (with the Siren class having a special ability that jacks up bullet velocity, even!). So, they ALL avert this! Also, just because you don't see the projectile doesn't mean it is not there. There's a noticeable "delay" in a great majority of sniper guns, specially when you really need to snipe.

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* ''VideoGame/{{Borderlands}}'' uses projectile modeling for every weapon in the game (with the Siren class having a special ability that jacks up bullet velocity, even!). So, they ALL avert this! even!) Also, just because you don't see the projectile doesn't mean it is not there. There's a noticeable "delay" in a great majority of sniper guns, specially when you really need to snipe.



* Give or take any Shump or Platformer game never has hit scan, and often times will depict lasers correctly.
* ''VideoGame/MaxPayne'' was one of the first games to make a big deal of not using hitscan weaponry at all; in BulletTime, every round fired can be seen as it travels towards the target.
** Particularly notable in that every round on every weapon is fully rendered even when ''not'' in BulletTime. The player can sometimes get a glimpse of bullets traveling past the player and towards the camera even in real time.
*** To show this off, on-target shots from the SniperRifle let you [[ArrowCam ride the bullet]] to the target. The FridgeLogic is that the game must know ahead of time whether or not the shot is on-target... the ArrowCam does ''occasionally'' trigger for a miss however, at least in the PC version, so presumably it's supposed to trigger when the game thinks there's a high probability of a hit.
*** This is easiest to see in ''Max Payne 2'' when you meet one of Vlad's named mooks firing his [=AK-47=]. One of Film/TheMatrix mods has a bug(?) that makes EveryBulletIsATracer at all times (as opposed to just in BulletTime), and every shot has one.

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* Give or take any Shump or Platformer game never has hit scan, and often times will depict lasers correctly.
* ''VideoGame/MaxPayne'' was one of the first games to make a big deal of not using hitscan weaponry at all; in BulletTime, every round fired can be seen as it travels towards the target.
**
target. Particularly notable in is that every round on every weapon is fully rendered even when ''not'' in BulletTime. The player can sometimes get a glimpse of bullets traveling past the player and towards the camera even in real time.
*** ** To show this off, on-target shots from the SniperRifle let you [[ArrowCam ride the bullet]] to the target. The FridgeLogic is that the game must know ahead of time whether or not the shot is on-target... the ArrowCam does ''occasionally'' trigger for a miss however, at least in the PC version, so presumably it's supposed to trigger when the game thinks there's a high probability of a hit.
*** This is easiest to see in ''Max Payne 2'' when you meet one of Vlad's named mooks firing his [=AK-47=]. One of Film/TheMatrix mods has a bug(?) that makes EveryBulletIsATracer at all times (as opposed to just in BulletTime), and every shot has one.
hit.



* ''AmericasArmy''.



* Averted in the [[VideoGame/{{X}} X-Universe]] games. Beam weapons such as Kha'ak kyon emitters ''look'' HitScan, but modders have discovered that the game engine treats beam weapons as very fast projectile ones. This is normally transparent to the player because the projectiles are invisible, but occasionally -- typically while fighting very fast ships -- it can happen that the beam graphic crosses your target but the projectile isn't there yet, resulting in an irritatingly damage-free enemy.

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* Averted in In the [[VideoGame/{{X}} X-Universe]] games. Beam games, beam weapons such as Kha'ak kyon emitters ''look'' HitScan, but modders have discovered that the game engine treats beam weapons as very fast projectile ones. This is normally transparent to the player because the projectiles are invisible, but occasionally -- typically while fighting very fast ships -- it can happen that the beam graphic crosses your target but the projectile isn't there yet, resulting in an irritatingly damage-free enemy.



* In a rare case for video games in the 90s, the PC sci-fi game Outwars averts using Hitscanning for all weaponry, even for what amounted to a man-portable railgun.

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* In a rare case for video games in the 90s, the PC sci-fi game Outwars ''Outwars'' averts using Hitscanning for all weaponry, even for what amounted to a man-portable railgun.



* Joint Operations: Typhoon Rising incorporates bullet flight time and trajectory (as well as effects of wind on those), which is especially noticeable when shooting with sniper rifle at long range, but can also be noticed even with assault rifles at longer ranges (cca 50-100 m).

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* Joint ''Joint Operations: Typhoon Rising Rising'' incorporates bullet flight time and trajectory (as well as effects of wind on those), which is especially noticeable when shooting with sniper rifle at long range, but can also be noticed even with assault rifles at longer ranges (cca 50-100 m).



* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage in the process.

to:

* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage in the process.
6th Oct '15 11:21:51 AM kknizaa
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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG.
** To be specific, the pistol, shotgun(s), and chaingun all use hitscan. The fist, chainsaw, and monster melee attacks are also technically hitscan, though the range is so short it's hard to notice. The BFG is a special case; its visible plasma ball is a low-damage projectile (well, low-damage compared to the combined total of the hitscan we're about to describe). However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.

to:

* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG.
** To be specific, the pistol, shotgun(s), and chaingun all use hitscan. The fist, chainsaw, and monster melee attacks are also technically hitscan, though the range is so short it's hard to notice. The
BFG[[note]]The BFG is a special case; its visible plasma ball is a relatively low-damage projectile (well, low-damage compared to the combined total of the hitscan we're about to describe).projectile. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.[[/note]].
25th Sep '15 7:44:04 PM Berrenta
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** ''3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'' do somewhat avert this for killing shots with the cinematic camera, however; for example, take aim and fire at an unaware Powder Ganger from far enough away with a scoped rifle, if it hits him the game will do a ''VideoGame/MaxPayne''-style bullet cam towards him before he drops dead from the [[ForMassiveDamage critical sneak attack bonus]]. Of course, you don't have to actually compensate for the Powder Ganger in question moving before you took the shot.

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** ''3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'' do somewhat avert this for killing shots with the cinematic camera, however; for example, take aim and fire at an unaware Powder Ganger from far enough away with a scoped rifle, if it hits him the game will do a ''VideoGame/MaxPayne''-style bullet cam towards him before he drops dead from the [[ForMassiveDamage critical sneak attack bonus]].bonus. Of course, you don't have to actually compensate for the Powder Ganger in question moving before you took the shot.
28th Aug '15 12:36:46 AM TARINunit9
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** To be specific, the pistol, shotgun(s), and chaingun all use hitscan. The fist, chainsaw, and monster melee attacks are also technically hitscan, though the range is so short it's hard to notice. The BFG is a special case; its visible plasma ball is a low-damage projectile. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.

to:

** To be specific, the pistol, shotgun(s), and chaingun all use hitscan. The fist, chainsaw, and monster melee attacks are also technically hitscan, though the range is so short it's hard to notice. The BFG is a special case; its visible plasma ball is a low-damage projectile.projectile (well, low-damage compared to the combined total of the hitscan we're about to describe). However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output.
30th Jul '15 4:34:00 PM nombretomado
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* ''VideoGame/CallOfDuty'' does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''ModernWarfare''. Since the hitscan line is projected from the character's head rather than their gun, there is the frequent side-effect of enemy shots glitching around obstacles to hit the player.

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* ''VideoGame/CallOfDuty'' does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''ModernWarfare''.''VideoGame/ModernWarfare''. Since the hitscan line is projected from the character's head rather than their gun, there is the frequent side-effect of enemy shots glitching around obstacles to hit the player.
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