Editing Floating vehicles/player glitch
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{{ | {{Ratings}} | ||
"'''Floating | {{Era|H3}} | ||
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"'''Floating Vehicles/Player Glitch'''" actually refers to two wholly separate [[glitch]]es present in ''[[Halo 3]]'': '''The Covenant Invisible Floor''', and '''Temporarily-Floating Objects'''. | |||
== The Covenant Invisible Floor == | == The Covenant Invisible Floor == | ||
On [[The Covenant ( | On [[The Covenant (Level)|The Covenant]], fight your way to the [[Scarab Tank]] battle and destroy both Scarabs. After that, instead of following the [[Thel 'Vadam|Arbiter]] into the [[Citadel]], take a [[vehicle]] (a [[Ghost]] or a [[Warthog]] will do) over the artificial cliff behind the Citadel. This can be a little difficult, due to a ridge at the bottom of the upward slope; however, you can get over the ridge by using one of the sloping ramps attached to the side of the Citadel. | ||
As you go over the cliff, you'll find that instead of falling to your death, you and your vehicle remain suspended in mid-air. Additionally, if you did this with a vehicle with no passengers, you can get out of the vehicle | As you go over the cliff, you'll find that instead of falling to your death, you and your vehicle remain suspended in mid-air. Additionally, if you did this with a vehicle with no passengers, you can get out of the vehicle and you will remain floating in the air while the vehicle falls; you'll find yourself in a falling pose, only able to move quite slowly. In addition, in [[co-op]], you can get a companion to shoot the vehicle you're in, causing it to spin around. | ||
This will also work with the two flying vehicles ([[ | This will also work with the two flying vehicles ([[Hornet]] and [[Banshee]]); just let them settle on the invisible floor over the artificial cliff and get out. | ||
To get out of this status, either kill yourself by throwing a grenade against a wall or return to a previous checkpoint. | To get out of this status, either kill yourself by throwing a grenade against a wall or return to a previous checkpoint. | ||
===Explanation=== | ===Explanation=== | ||
The explanation is actually very simple: your character is simply positioned atop an [[Invisible | The explanation is actually very simple: your character is simply positioned atop an [[Invisible Wall|invisible surface]]. The collision detection engine realizes this (which is why the surface stops you from falling), but other parts of the game don't (which is why you remain in a falling pose, and can only move very slowly). | ||
==Temporarily-Floating Objects== | ==Temporarily-Floating Objects== | ||
The '''Temporarily-Floating Objects''' glitch is a phenomenon that causes undisturbed objects, like [[Fusion | The '''Temporarily-Floating Objects''' glitch is a phenomenon that causes undisturbed objects, like [[Fusion Coil]]s, [[Crate]]s, or even the [[Master Chief]] himself, to remain in the air after the surfaces underneath them have been removed. It is most commonly used in [[Forge]], as a means of making immovable [[Forge Objects]] float. | ||
===Forge Method (Any Object)=== | ===Forge Method (Any Object)=== | ||
{{Main|Forge/Tricks# | {{Main|Forge/Tricks#Method A}} | ||
===Forge Method (Player)=== | ===Forge Method (Player)=== | ||
Start a Forge session with at least two players, who shall be referred to as ''Person A'' and ''Person B''. | Start a Forge session with at least two players, who shall be referred to as ''Person A'' and ''Person B''. | ||
''Person A'' needs to stay in Player Mode, while ''Person B'' enters Edit Mode. ''Person B'' should place some solid object onto the | ''Person A'' needs to stay in Player Mode, while ''Person B'' enters Edit Mode. ''Person B'' should place some solid object onto the ground -- one that ''Person A'' can jump on top of. ''Person A'' should then jump on top of the object, and remain completely stationary from this point on. | ||
''Person B'' should, from here, delete the object that ''Person A'' was standing on. ''Person A'' will not fall; instead, they will remain floating in the air until they are disturbed -- that is, until they are damaged, destroyed, shot, touched, or move of their own accord. | |||
===Explanation=== | ===Explanation=== | ||
The glitch is the result of an optimization trick in the [[Halo 3 Engine]]. Like several physics engines, ''Halo 3'''s engine saves time on physics calculations by ignoring inactive objects. Specifically, if an object stops moving for a few seconds, the physics engine will stop paying attention to it. So long as that object is not disturbed -- that is, so long as it is not shot, touched, damaged, or destroyed, and so long as it does not move of its own accord -- it will not move. As briefly mentioned before, the glitch affects all movable objects, including Forge Objects, players, and even enemies -- when [[Time | The glitch is the result of an optimization trick in the [[Halo 3 Engine]]. Like several physics engines, ''Halo 3'''s engine saves time on physics calculations by ignoring inactive objects. Specifically, if an object stops moving for a few seconds, the physics engine will stop paying attention to it. So long as that object is not disturbed -- that is, so long as it is not shot, touched, damaged, or destroyed, and so long as it does not move of its own accord -- it will not move. As briefly mentioned before, the glitch affects all movable objects, including Forge Objects, players, and even enemies -- when [[Time Travel Glitch|"time traveling"]] forward in ''Halo 3'''s [[Campaign]] level The Covenant, players may spot [[Brute]]s that are floating in the air because they spawned in the air, and were not disturbed and did not move since their spawning. | ||
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[[Category:Glitches]] | [[Category: Glitches]] | ||
[[Category:Halo 3 | [[Category:Halo 3]] |