Talk:Projectile

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Revision as of 07:00, 8 April 2010 by imported>JT
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Does Impact Force affect damage as well or just ragdoll physic? --reinhart_menken 01:46, 19 December 2008 (EST)

For normally shot projectiles, force doesn't affect damage. Projectiles (misc items) launched with the Rock-It Launcher do damage based on the havok sim for that misc item.
--Quetzilla 07:24, 19 December 2008 (UTC)

Hitscan checkbox pointless?

It seems that the Hitscan doesn't do anything, at least for me. I unchecked it to try and make it so the Magnum bullets are actually visible and not the tracer rounds, and nothing. If I use "SetGlobalTimeMultiplier" to less than 1, then I can see an obvious time duration between firing a gun and the hit of a bullet on the surface. --MadCat221 04:36, 25 August 2009 (UTC)

The definition in the article appears to be wrong. From what I've observed, think of hitscan like "precomputing the collision", rather than as not drawing the art. Collision detection is computationally heavy. Drawing a 3D model is not.
Rather than simulating the projectile on a frame-by-frame basis, it makes a single raytrace to determine the impact, then delays that impact according to flight speed. Try this with a sniper rifle -- line up your crosshairs so a moving target at maximum draw distance will pass through the crosshairs. Drop the scope and don't touch the mouse in any way -- you are lined up along the same shot, but are using the auto-aim cursor instead of the sniper rifle crosshairs. Pull the trigger exactly while the target is centred in the crosshairs, when the auto-aim cursor turns red. The enemy will continue on, well past the crosshairs, and when the projectile reaches the target's distance, the target will fall and die even though it is no longer anywhere near where the bullet ended up. In other words, the game already computed that you hit the enemy as soon as you pulled the trigger, and then delayed the impact accordingly. The flying projectile is something pencilled in to make it seem transparent to the end user.
This is how it works in your example, too -- the game instantly computes the impact against the object, but only applies the impact after flight time elapses. A potential test case would be to have a slow projectile set as hitscan. Shoot a wall or something just a fraction of an inch in front of a target that is about to move into the line of fire. I'd wager that the bullet will appear to pass straight through the target and impact the wall.
--JT 11:00, 8 April 2010 (UTC)