I have never experienced as many kill trades as i do when playing iron banner. I can honestly say about 30% of my kills are trades which shouldn't happen in a hit scan game.
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Hit scan game? I'm not too sure what that is, but i assume you're talking about colliders. Now i'm not privy to how this game works just like your self but i'm gonna go ahead and think that i know a little bit more than you. So lets begin (don't mind my pseudocode) When you pull the trigger two things happen: Ammo -1 ShootBullet(); It's the bullet that does att the work, i assume the bullet is calculated with a form of raycasting. When ShootBullet(); is called this is what i believe happens: -start raycast from gun barrel -did raycast hit a collider? --If no stop raycast after 2000 meters --If yes check collider type -If terrain (walls, ground, inanimate object), apply bullet hole -if enemy check for raycast position is it crit or normal? --if crit apply crit damage --if normal apply normal damage Mean while after damage is applied the enemy has calculations to make at the same time. Dregg(); Damage detected subtract amount dealt -check if i'm dead --if dead play death animation and delete game object after 30 seconds --if alive, keep on trucking find cover! (Can you imagine how to implement such a thing like having AI find cover? CAN YOU? You should be in awe that our enemies check and get behind cover!) Now you talk about trading, i assume you mean when you and another player have a mutual death. (Halo 3 ftw) That is a matter of timing, saying that such a thing should not happen is silly. Its physically possible for such a situation to happen in real life physics why not the game? Pull that trgger sooner and you might have less frequent mutal deaths.
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What I mean by hitscan is that there is no bullet travel time, Its an instantaneous hit or miss. To me that means that in a game with no lag, the only possible situation that would permit both players to die would be if they both pulled the trigger at exactly the same time.