Yep atleast when interacting with shield hitboxes there are some that claim that some Projectiles (like hook or whip and maybe ana’s prim too) interact diffrently with player hitboxes tho thats hard to test with numbers as those have weird geometry.
With shields atleast they don’t have hitboxes but are just dots in a 3D grid.
Ana’s prim for example has definitely a hitbox when interacting with friendly player hitboxes (so when shooting at allies.) So it wouldn’t be weird if there was an difference with shields here too.
Actually the hitbox probably the same between allies and enemies because allied hitboxes are buffed for her. So no matter the size of the hipfire, it will always hit friendlies at a larger distance
Orisa’s projectile size seems to be 0.2m. tested it by standing extremly close. some of the projectiles start slipping trough the gap at 0.21 while all of them are hitting shield at 0.2m.
spread angle seems to be about 1.15 degrees from my testing, but wiki says 1.2 so that seems correct enough. (2.4 degree is total width).
edit: did some more shooting with orisa and i landed a shot at 1.19 degree angle. so the angle listed in wiki does seem correct when its calculated from the centerline of the character.
The projectile hitbox would mean you’d effectively have a smaller spread compared to hitscan. As if the centre of the projectile passed within 0.1m of the target it would still hit due to the 0.1m radius of the projectile.
So Orisa could hit small targets as if she had a 0.95 degree radial spread.
But I’ve got a new problem: I can’t trust what the wikis say about projectile velocity. For Orisa the developers say her projectile velocity has gone from “90 to 120”.
i took projectile size into consideration so the spread does seem to be 1.2 degree like wiki says
to measure velocity i would make a workshop to count the time from the moment you start shooting to the moment a bot takes damage. shouldnt be too hard, might look into it tomorrow
It’s based on distance from the centre of the player model. That makes it ‘more forgiving’ to target smaller enemies and has the side-effect of making larger models slightly ‘harder’ to target.
Or really it’s identically hard as regardless of the model and hitboxes around their centre… the centre is the centre.
It’s just it seems relatively easier for a hero who is tiny the beam seems to divert through more thin air but in terms of keeping your crosshair close enough it’s the same.
The only difference therefore would be the movement of said hero.
oh by the way, i did make a workshop to try it out yesterday. but its not really a super userfriendly workshop as i kind of just rushed it
many projectiles have certain properties that make them hard to measure, like junkrat mines flying in an arc, so i didnt test all projectiles but the ones i did test (like 20 different ones) were correct on the wiki.
hanzo’s arrows have always been very small, the reason people complain about logs is actually the big head hitboxes and the fact that even by just spamming around corners a hanzo is bound to hit some heads sooner or later.
Also killcams are never 100% accurate, so they make the projectile size bigger
actually none of this is true.
i just tried it out in a workshop i made and the hitbox is more like a cocoon, its not based on center of the character.
i only tried it on sym, ana and hog because its a bit time consuming.
from what i can tell ana and sym has identical hitboxes with a width of 2m, and a height of 3m.
hog on the other hand has a width of 2.4m, and a height of 3,3m.
i put a few spheres on hog and ana to show what the hitbox looks like:
note that this does not mean that the hitbox of moiras beam is 2m wide, its more as if the beam is 0m wide (more or less hitscan) but the enemy hitbox is 2m wide (and that hitbox size differs between big and small targets).
oh right, i didnt think about that!
the code is kinda messy but you can try it yourself if you want. code is X6KKX
give it a few seconds to spawn bot and teleport before you start shooting.
and dont move around, just fire straight at the giant hammond. oh and keep aiming at the hammond, cause for some reason i put the distance check ray cast on the “damage taken” event, not on the attack . (the long distance to the target is to help calculate the velocity more accurately).
but other than that it works pretty well, just hold crouch to change character.
edit: and keep in mind some characters have a delay before firing a shot. like for mei its going to calculate the speed incorrectly unless you add a delay at the start of the “fire projectile” rule.
you mean workshop code for where ana and hog have spheres around them to visualize the hitbox, or workshop code for calculating it?
the spheres to visualize hitbox is very simple but the other one is messy, i was taking numbers out of the workshop inspector to figure out the sizes. its just something i put together today not really a complete workshop.