Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
h3r3t1c

General
(Reach) What Value Makes Projectiles Hitscan?

1 post in this topic

In every prior game, the check box "Travels Instantaneously" made projectiles histscan, and unchecking it would convert back to whatever speed set in the Velocity values.

In Reach, this is clearly not the case, as projectiles for the DMR, Magnum, Needle Rifle, etc. don't have this box checked. I have spent a bunch of time comparing to projectiles like the Plasma Rifle and Spiker and not noticed any difference that will make a DMR or Needler Rifle into projectile weapons.

EDIT: So it seems I was mistaken, and at least in custom games, projectiles like that of the Needle Rifle, DMR, and Magnum are actually NOT HITSCAN as everyone seems to think. By simply lowering the projectile speeds to something under 100u/s, it becomes blatantly obvious they are not instant and will drop if gravity is a non-zero value, so it all works as expected. I tested online, and hits on other players do in fact register when the projectile model appears to be hitting them, and not instantly.

So my working theory is that these projectiles are never actually hitscan in the vanilla game; they're just so fast that there is no perceptible travel time. By default they are set to 3000 units per second velocity, which is equivalent to about 6,000 meters, or 20,000 feet per second. In other words; about 7 times faster than a real rifle bullet; unless you find a spot on the map where you can see players 2 miles away, you're not going to notice any travel time.

Alternatively, maybe the game automatically converts projectiles to hitscan when the speed is above a certain point. It would take more testing to find out what that cutoff point is, but as long as it's above the speeds I want to use, it's not a big concern to me.

Edited by h3r3t1c

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0