Editing Super bouncing

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The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.{{Ref/Note|Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.<br>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.}} However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).
The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.{{Ref/Note|Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.<br>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.}} However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).


Often, a player will land in very high areas that were never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[The Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.
Often, a player will land in very high areas that were never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.


Should the player fail to actually super bounce, they do not have to repeat the crouching glitch. The player can simply try to jump onto the targeted polygon seam again, though it should be noted that if they attempt to crouch, they ''will'' have to repeat the crouching glitch.
Should the player fail to actually super bounce, they do not have to repeat the crouching glitch. The player can simply try to jump onto the targeted polygon seam again, though it should be noted that if they attempt to crouch, they ''will'' have to repeat the crouching glitch.
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There are two ways to trigger a monster bounce, though both produce almost identical results. The first type of monster bounce occurs when the landing area (the target polygon seam) is thin enough that landing on it causes the player to fall through. The area in question, however, covers additional gridlines. By hitting two sets of gridlines, the player will be launched with even more force than usual.
There are two ways to trigger a monster bounce, though both produce almost identical results. The first type of monster bounce occurs when the landing area (the target polygon seam) is thin enough that landing on it causes the player to fall through. The area in question, however, covers additional gridlines. By hitting two sets of gridlines, the player will be launched with even more force than usual.


The second type of monster bounce results from landing between gridlines. Such areas are composed of a multitude of gridlines originating at one point and expanding, creating a V-shape of many lines.<ref>[http://www.youtube.com/watch?v=82bdYCCWQ44]</ref>
The second type of monster bounce results from landing between gridlines. Such areas are composed of a multitude of gridlines originating at one point and expanding, creating a V-shape of many lines. <ref>[http://www.youtube.com/watch?v=82bdYCCWQ44]</ref>


== Pressure launches ==
== Pressure launches ==
<!-- Pressure launch is an accepted term by the Halo 2 Bouncing community, intended to describe pressure is used to do this bounce. Do not rename. -->
<!-- Pressure launch is an accepted term by the Halo 2 Bouncing community, intended to describe pressure is used to do this bounce. Do not rename. -->
A '''pressure launch''' is a type of super bounce where pressure is used to launch a player. A properly-executed pressure launch can be more powerful than an ordinary super bounce. Here is an example,<ref>[http://www.youtube.com/watch?v=jH0TjDkYN-w '''YouTube:''' Relic: Pressure Launch]</ref> which may be performed on [[Relic]].
A '''pressure launch''' is a type of super bounce where pressure is used to launch a player. A properly-executed pressure launch can be more powerful than an ordinary super bounce. Here is an example<ref>[http://www.youtube.com/watch?v=jH0TjDkYN-w '''YouTube:''' Relic: Pressure Launch]</ref>, which may be performed on [[Relic]].


Find the large relic in the center of the map, and stand on top of the ramp that isn't in the shade. When viewing the relic from the crashed [[Albatross]]'s location, the ramp is on the relic's left side. Walk to the top of this ramp.
Find the large relic in the center of the map, and stand on top of the ramp that isn't in the shade. When viewing the relic from the crashed [[Albatross]]'s location, the ramp is on the relic's left side. Walk to the top of this ramp.

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