Implementing hitscan projectiles effectively
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ActionGame_Coder
Posted on January 25, 2024 • Intermediate
🎯 Hitscan projectile implementation help
Hey everyone! I’m working on an action game and trying to implement hitscan projectiles - basically instant-hit bullets that travel in a straight line and disappear when they hit something. I’ve tried using pen drawing but my current script isn’t working properly.
What I need:
- Instant hit detection along a line
- Visual trail effect for the projectile
- Proper collision detection with targets
- Performance-optimized solution
Is there a better approach than what I’m currently trying? Looking for efficient hitscan implementation! 🔫
Hitscan_Specialist
Replied 1 hour later • ⭐ Best Answer
Great question @ActionGame_Coder! Hitscan is tricky but very doable. Let me show you several optimized approaches:
🎯 Hitscan System Flow
Here’s how an efficient hitscan system works:
🚀 Method 1: Optimized Pen Hitscan
Here’s an improved version of your pen approach:
define fire hitscan (direction) clear set pen color to (#ffff00) set pen size to (3) // Set starting position go to (mouse x) (mouse y) point in direction (direction) pen down // Raycast with collision checking repeat until <<touching [Enemy v]?> or <touching [Wall v]?> or <(distance to [edge v]) < [10]>> move (5) steps // Check for hits every few pixels if <touching [Enemy v]?> then broadcast [enemy hit v] play sound [hit v] stop [this script v] end end pen up play sound [miss v]
⚡ Method 2: Instant Raycast (Most Efficient)
For true hitscan, calculate the entire path instantly:
define instant hitscan (start x) (start y) (direction) (max range) set [hit target v] to [false] set [current x v] to (start x) set [current y v] to (start y) set [step size v] to [2] set [distance traveled v] to [0] // Calculate direction components set [dx v] to ((cos of (direction)) * (step size)) set [dy v] to ((sin of (direction)) * (step size)) repeat until <(distance traveled) > (max range)> // Move to next position change [current x v] by (dx) change [current y v] by (dy) change [distance traveled v] by (step size) // Check collision at this point go to x: (current x) y: (current y) if <touching [Enemy v]?> then set [hit target v] to [true] set [hit x v] to (current x) set [hit y v] to (current y) broadcast [target hit v] stop [this script v] end if <touching [Wall v]?> then set [hit x v] to (current x) set [hit y v] to (current y) broadcast [wall hit v] stop [this script v] end end // No hit - projectile faded broadcast [projectile missed v]
✨ Method 3: Visual Trail with Instant Hit
Combine instant detection with smooth visual effects:
define hitscan with trail (direction) // First, do instant hit detection instant hitscan (x position) (y position) (direction) [400] // Then create visual trail if <(hit target) = [true]> then create trail to (hit x) (hit y) else create trail to ((x position) + ((cos of (direction)) * [400])) ((y position) + ((sin of (direction)) * [400])) end define create trail to (end x) (end y) set pen color to (#00ffff) set pen size to (2) go to (x position) (y position) pen down glide (0.1) secs to x: (end x) y: (end y) pen up // Fade effect repeat (10) change [ghost v] effect by (10) wait (0.02) seconds end set [ghost v] effect to (0)
🎮 Method 4: Clone-Based Hitscan
Use clones for multiple simultaneous projectiles:
when I receive [fire weapon v] create clone of [Hitscan Projectile v] when I start as a clone set [my direction v] to (player direction) set [my speed v] to [50] set [my range v] to [300] set [distance v] to [0] show point in direction (my direction) repeat until <<touching [Enemy v]?> or <touching [Wall v]?> or <(distance) > (my range)>> move (my speed) steps change [distance v] by (my speed) // Visual trail set pen color to (#ff0000) set pen size to (1) pen down wait (0.01) seconds pen up end // Handle hit if <touching [Enemy v]?> then broadcast [enemy damaged v] create clone of [Hit Effect v] else if <touching [Wall v]?> then create clone of [Spark Effect v] end end delete this clone
🔧 Performance Optimization Tips
1. Adjust Step Size:
// Larger steps = faster but less accurate // Smaller steps = slower but more precise set [step size v] to [3] // Good balance
2. Limit Range:
// Prevent infinite loops set [max range v] to [500] if <(distance traveled) > (max range)> then stop [this script v] end
3. Use Efficient Collision Detection:
// Check multiple targets efficiently if <<touching [Enemy1 v]?> or <<touching [Enemy2 v]?> or <touching [Enemy3 v]?>>> then // Hit detected end
🎨 Adding Visual Polish
define create muzzle flash create clone of [Muzzle Flash v] define create bullet trail set pen color to (#ffff00) set pen size to (2) pen down repeat (5) move (10) steps change pen size by (-0.3) end pen up
The key is balancing visual appeal with performance. Method 2 (Instant Raycast) is most efficient for gameplay, while Method 3 provides the best visual experience! 🎯
ActionGame_Coder
Replied 45 minutes later
@Hitscan_Specialist This is incredible! 🤩
I implemented Method 3 and the combination of instant hit detection with visual trails is exactly what I was looking for. The performance is so much better than my original approach!
Quick question: How would you handle ricochet effects where the hitscan bounces off certain surfaces?
Physics_Fighter
Replied 2 hours later
@ActionGame_Coder Great question about ricochets! Here’s how to add bouncing:
define ricochet hitscan (direction) (bounces left) if <(bounces left) < [1]> then stop [this script v] end // Normal hitscan until wall hit instant hitscan (x position) (y position) (direction) [200] if <touching [Reflective Wall v]?> then // Calculate bounce angle set [new direction v] to ((180) - (direction)) // Continue from hit point go to x: (hit x) y: (hit y) ricochet hitscan (new direction) ((bounces left) - [1]) end
This creates realistic bouncing projectiles! Perfect for laser weapons! ⚡
Vibelf_Community
Pinned Message • Moderator
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