D.Va blaster is basically the same weapon as Mercy blaster.
Amazing work. Is it possible to determine the length of the projectiles next? Iâm curious if Hanzoâs arrows are 4 km long or only 3.
Oh yea that exists too xD
As he said the same as Mercyâs will update the list as soon.
After some testing and playing around I found a way that theoretically works Including 0 Projectile Travel Speed and Gravity to keep it still afloat where it been shot from and have shield walk into it butâŚ
Iâm not mentally ready yet to go through the Braindmg this would cause me xD
Thanks! Is it possible to get a similar test for projectile speed?
Wow that does sound tedious
You donât need to find out length of Hanzoâs hitbox, itâs a ball in the middle of visible arrow. Itâs been figured out already.
Essentially, a fast moving Genji shuriken.
whereâs moiraâs beam?
Itâs actually doesnât sound so hard, after you already did all of this, which around 75%. I might try to do it with the help of your scriptâŚ
My idea is like this, duplicating the Rein pair, put them in distance from each other, shoot the projectile with 0% speed and gravity in the middle of both Rein pairs, making one pair of Rein going towards the other and make them stop move once the shield hit the projectile, then count the distance between the Rein pair.
If there is an âeventâ for is shield getting damage then great, if there isnât then manually stop them I guess.
Edit: well even just 2 reins against each other with their shield open, it doesnât need to be 2 pairs.
Not really a projectile its something unique entirely.
But if you would test it it would go through the shield at a 0.01m wide gap
Itâs actually doesnât sound so hard, after you already did all of this, which around 75%. I might try to do it with the help of your scriptâŚ
My idea is like this, duplicating the Rein pair, put them in distance from each other, shoot the projectile with 0% speed and gravity in the middle of both Rein pairs, making one pair of Rein going towards the other and make them stop move once the shield hit the projectile, then count the distance between the Rein pair.
If there is an âeventâ for is shield getting damage then great, if there isnât then manually stop them I guess.
Its not all to hard just a time-consuming Pain
And it only works if the arrow always spawns in the exact same location.
Cause you need to do it twice once from the front and once from behind cause the projectile can only hit 1 thing before its âused upâ and you need to place a new one.
I will try it later after work if you havenât done it till then xD
Not really a projectile its something unique entirely.
yesterday i was playing mercy and i noticed something about it.
i think its a small beam with a lock on on a small radius around the main beam, i was on a roof she locked into me, i moved away from her los and she would still damage me for about 0.3s, then at some point she would do the same through a corner.
either a bug or a lock on.
Can someone measure the doomfist rocketpunch, because it acts like a projectile too and i would be interested
That could just be either Server issues or a small LoS delay like mercy and zen have.
Either way not something you could measure with this cause at 0.01m gap width LoS is true which means all LoS based abilities instandly work.
Can someone measure the doomfist rocketpunch, because it acts like a projectile too and i would be interested
As far as I know dooms punch doesnât damage shields which makes it unmeasurable with this method
Its not all to hard just a time-consuming Pain
Oh thatâs yeah, time-consuming indeedâŚ
Cause you need to do it twice once from the front and once from behind cause the projectile can only hit 1 thing before its âused upâ and you need to place a new one.
Oops u right I somehow missed that, that will take a bit more time than I thought.
And it only works if the arrow always spawns in the exact same location.
I just checked that and it seems itâs always spawned the same.
(I just made X hero to teleport into the same vector with 0 projectile gravity and speed, and shoot each time, the spawn was exactly the same and you really canât differentiate between the projectile shots since they are exactly on the same place)
I will try it later after work if you havenât done it till then xD
No tomorrow Iâll try but I canât promise it will work for me, I donât have much experience with the workshop scripts, just here and there few small personal editing from otherâs scripts lol.
And hey if you want to do it instead I wonât stop you ><
Its a little tough to observe/ determine the Symmetra beam collision. I think you should display Symmetra charging at least one beam level off of the Rein shield(s) to demonstrate that her beam is connecting to the shield and not the wall behind it.
The tiny particles from the beamâs point of contact arenât prominent enough.
Okay, so I have done the basic stuff and itâs a lot of more work than I thought, I forgot how much time itâs take to debuggingâŚ
The thing is I need to make it much more accurate and cover some wired edge cases like self knockback disorientate the calculation of the position, and the moving speed of the dummies sometimes effect the position of collusion with shield and projectile, and different projectiles disappearing on different times.
So Iâll work on it a few more hours to make it more consistent and reliable.
This info doesnt tell us how long the projectile is
Hanzoâs arrows feel like âlogsâ because the length of the actual hitbox of the arrow
Basically, itâs easier to walk into hanzoâs arrow than genjiâs shrikens despite their same size, because arrow is longer than takes more time to travel fully through the plane your head is moving in.
Also, itâs a long projectile, which gives more space for someoneâs head to make contact with moving projectile.
Interesting for you guys (and girls) to probably
I just sat down and managed to do it with alot less pain then I thought. (Sorry spend the last do days happy like a kid at christmass in the PTR xD)
To keep it short Hanzoâs Arror hitbox is a ball with the Diameter of 0.2m (200mm)
Interesting Funfact:
The hitbox seems to be at the back of the Arrow
Most likely to make it look like they are stuck into the body without doing it with extra code.
Actually smart Devs
WS Code: G1230
Clip:
Math: The Reinâs are 5m apart the first one needs to walk (Teleport) 1.67m till the Arrow hits. The Second Reinhard has to walk (Teleport) 3.12m till the Arrow hits. The math is as follows: 5m-1.67m-3.12m = 0.21m
If we round this number the same as we do in the main post we land at:
0.2m.
So after a break I decided to complete my project, here is an example:
https://imgur.com/a/ufXQJ5K
Code:
ZDVJY
Itâs partly base on your settings, I just made it semi automated by checking LoS when the shield is getting break. Not perfect, but I just did it for fun and learning experience.
Btw the Devs might using radius and not diameters, and therefore it just half of your measurement dimensions?
This isnât very accurate, Symmetraâs Primary Fire width was nerfed from .3 to .2 & Zaryaâs from .1-.2 to an even .15 back in August, thatâs half of what youâre saying.
Symmetras hitbox size is 0.15m width the devs even said it
Also
The devs mentione Genji and hanzo having the SMALLEST projectile hitboxes and torb was said to be equivalent to zen.
Special mention; Anaâs unscoped shots have the smallest projectile size in the game when fired at enemies.