Editing Super bouncing
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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. | ||
An important note is the fact that different framerates result in different bounces. That is to say, the bounces that are possible in NTSC and PAL60 differ from those that work in PAL50. | An important note is the fact that different framerates result in different bounces. That is to say, the bounces that are possible in NTSC and PAL60 differ from those that work in PAL50.<ref group="note">This is a side-effect of the way collisions are detected. Collision checking (detection, correction, and response) is typically done on each frame of animation. If the number of frames per second varies, then the number of collision checks per second will also vary. While such variation is inconsequential for many glitches, it is evidently quite significant for super bouncing.</ref> | ||
==Monster bounces == | ==Monster bounces == |