Hell Let Loose

Hell Let Loose

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are weapons hitscan or projectiles?
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16-30 / 31 のコメントを表示
Nadja 2019年10月13日 10時40分 
You've been given a very clear answer on this. Stop trolling.
Jason 2019年10月13日 11時01分 
9./JG52 Pans の投稿を引用:
You've been given a very clear answer on this. Stop trolling.
um no its not, we iether have laser guns with instant bullet travel that we dont need to lead a target with....or we have to lead the target and aim ahead, i dont care about how the game simulates a bullet, DO WE HAVE TO LEAD AND ACCOUNT FOR RANGE OR NOT. its a simple question.
Nadja 2019年10月13日 11時09分 
I guess you must be hard of comprehension, then, The tl;dr is that yes, some of the weapons are hitscan, but that doesn't mean that you don't still have to account for leading targets and bullet drop.
9./JG52 Pans の投稿を引用:
I guess you must be hard of comprehension, then, The tl;dr is that yes, some of the weapons are hitscan, but that doesn't mean that you don't still have to account for leading targets and bullet drop.
From the previous dev response it was stated that there is no deviation from hit-scan, outside of sniping obviously. There is no leading targets or bullet drop.
Chi Chi 2019年10月13日 11時18分 
TasteDasRainbow の投稿を引用:
9./JG52 Pans の投稿を引用:
I guess you must be hard of comprehension, then, The tl;dr is that yes, some of the weapons are hitscan, but that doesn't mean that you don't still have to account for leading targets and bullet drop.
From the previous dev response it was stated that there is no deviation from hit-scan, outside of sniping obviously. There is no leading targets or bullet drop.



"Currently, Hell Let Loose has realistic drop over time and selectively applied handling of travel time to target."

So you do need to deal with bullet drop and with some weapon (all rifles caliber weapons iirc) travel time.
Nadja 2019年10月13日 11時24分 
Chi Chi の投稿を引用:
TasteDasRainbow の投稿を引用:
From the previous dev response it was stated that there is no deviation from hit-scan, outside of sniping obviously. There is no leading targets or bullet drop.



"Currently, Hell Let Loose has realistic drop over time and selectively applied handling of travel time to target."

Funny, To me that means to me the opposite of how you interpreted it. There is hitscan insofar as the bullet is calculated to be a hit or a miss as soon as you press the fire button, but that bullet drop and lead regards travel time are computed.
Forty Six & 2 の投稿を引用:
I appreciate your comments, Jonno. However, all i need is a simple answer.. is there hitscan with weapons? YES OR NO?

There is NO INBETWEEN!!!!!!! Either the game registers that i hit my target the moment I click on it... or it doesn't.

ACtually this is not true.
There IS a INBETWEEN.
For Instance: Hitscan for low distances, Bullet for longer rangeslike in other games too ;)

Chi Chi の投稿を引用:
TasteDasRainbow の投稿を引用:
From the previous dev response it was stated that there is no deviation from hit-scan, outside of sniping obviously. There is no leading targets or bullet drop.



"Currently, Hell Let Loose has realistic drop over time and selectively applied handling of travel time to target."

So you do need to deal with bullet drop and with some weapon (all rifles caliber weapons iirc) travel time.

I read the point of 'hitscan is unmodified' so I was incorrect. However on that note, it's extremely unclear what 'selectively applied handling' means.
osheamat 2019年10月13日 12時02分 
i think its ALL HITSCAN minus the sniper weapon.
Acds 2019年10月14日 5時53分 
Jonno の投稿を引用:
To make hitscan more complex, we can apply multiple factors that will influence the travel of the line trace:

bullet drop

muzzle velocity

deviation

Together, these aspects make up the "ballistics model" of a game.
Pretty sure this is how all realistic games do it (with varying degrees of added factors), it's a line trace over the distance covered by the bullet that frame/tick, nobody in his right mind would spawn a simulated rigid body for each bullet. If I understand correctly, you do this over multiple frames, and not calculate the entire path in x steps on the same frame it is fired, correct?

In that case it's not what people call hitscan, it would only be hitscan if you traced the entire path on the same frame the bullet is fired in several steps. I'm pretty sure you can say your projectiles are simulated without worrying about misleading anyone, I think your system is roughly the same used by all games that simulate ballistics, can't imagine any game, especially a networked one, would hand over simulation of each projectile to the physics engine, not even the most hardcore simulations.

Forty Six & 2 の投稿を引用:
I appreciate your comments, Jonno. However, all i need is a simple answer.. is there hitscan with weapons? YES OR NO?

There is NO INBETWEEN!!!!!!! Either the game registers that i hit my target the moment I click on it... or it doesn't.
Short: it is not hitscan.
Long: it is not hitscan except when you are so close to your target that the bullet would travel the distance between you in the time of one game tick. However by that metric every game ever released is hitscan.
The moment you have to compensate for ANY amount of distance... it’s not hitscan
PEEBOY 2019年10月14日 7時30分 
Forty Six & 2 の投稿を引用:
The moment you have to compensate for ANY amount of distance... it’s not hitscan

Not true. Hitscan is a ray, like a laser, fired in a specific direction. There is a point A and a point B. You are assuming that the ray MUST and ONLY be calculated for a single frame. This isnt necessary. You can calculate multiple frames and each frame have a different ray...its still hitscan. Chivalry uses hitscan for their melee combat, but it isnt calculated in a single frame...its calculated along the sword as its animated.

It may not be the hitscan that you are used to, but its still hitscan.
最近の変更はPEEBOYが行いました; 2019年10月14日 7時31分
Acds 2019年10月14日 7時39分 
ryan の投稿を引用:
Forty Six & 2 の投稿を引用:
The moment you have to compensate for ANY amount of distance... it’s not hitscan

Not true. Hitscan is a ray, like a laser, fired in a specific direction. There is a point A and a point B. You are assuming that the ray MUST and ONLY be calculated for a single frame. This isnt necessary. You can calculate multiple frames and each frame have a different ray...its still hitscan. Chivalry uses hitscan for their melee combat, but it isnt calculated in a single frame...its calculated along the sword as its animated.

It may not be the hitscan that you are used to, but its still hitscan.
The term you're looking for is ray/line tracing, that's what the actual technical term for tracing a ray to detect a hit is called. Hitscan specifically refers to the concept of having a weapon in a videogame that hits on the same frame as it is fired. Hitscan uses raytracing, as do non-hitscan projectiles (mostly), difference being with hitscan it is all done in one frame.
PEEBOY 2019年10月14日 7時57分 
Plenty of games use hitscan and have deviation in the ray that is fired to simulate bullet spread. The "bullet" isnt going where you are clicking so technically that isnt hitscan either, according to the hitscan concept.

If deviation in ray is ok, but calculating it across multiple frames isnt...what if the ray the hitscan weapon casts isnt a straight line? What if the ray, or multiple rays, are curved but contained in a single frame? Is that not hitscan either?
最近の変更はPEEBOYが行いました; 2019年10月14日 8時01分
hitscan, is if when you shoot the gun, it directly hits its target, you can add bullet drop to that and it will still make it hitscan
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投稿日: 2019年10月13日 8時14分
投稿数: 31