Talk:Three weapons glitch: Difference between revisions

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Revision as of 09:17, June 4, 2009

Three Weapons are soooooo fucking cool--Utinni 10:53 14 April 2007

This glitch occurs because the player moves through the trigger volume quickly enough so that the game does not register it. Since it does not register the player's presence, it does not load the Grunts, and it does not give the player their pistol. The player progresses through the level and acquires two weapons, then heads back to that hallway, where that trigger volume is still waiting to detect a player. Now, in the script, it is set to GIVE the player an extra weapon, as opposed to switching out whatever the player has in their inventory for the weapon profile specified in the script (in this case, one pistol). Due to the presence of two extra slots for the player's inventory (used for flags, oddballs, and the like), the player is able to be given another weapon through scripts, regardless of whether or not the player already has two weapons.

No that's not exactly how it works. In reality, the player is proceeding through the level faster then intended. They past the point where a "load zone" is supposed to trigger, but don't trigger it because the load zone isn't set to trigger yet. This is because it triggers about 10 seconds after the cutscene with keys and cortana talking. Because you bypassed it, the load point doesn't spawn the grunts or the pistol. So you proceed through the level and get your other two weapons. When you go back, you load the load point, thus spawning the pistol and the grunts. Now when you pass over the pistol, the game runs a command: Give Masterchief Pistol. This gives you the pistol as a third weapon. Matortheeternal 01:00, 1 June 2009 (UTC)

If it's OK with you guys, I'll get some photos from the HEK of an unaltered Pillar of Autumn level and show you. I also have the level's script.

20:58, 12 April 2009 (UTC)

Sounds cool Smoke ^^ Matortheeternal 14:09, 4 June 2009 (UTC)