Overload glitch (Halo 3): Difference between revisions

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<center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center>
<center>''For the Halo 2 Overload Glitches, see [[Overload Glitch (Halo 2)|here]].''</center>


The '''Overload Glitch''' is a bug present in ''[[Halo 3]]''. When too many objects are present in a map, the map becomes "overloaded", resulting in the deletion of the "oldest" objects. The glitch can be set up and performed in [[Forge]], and can thus be performed in [[Custom Games]].
The '''Overload Glitch''' is a bug present in ''[[Halo 3]]''. When too many objects are present in a map, the map becomes "overloaded", resulting in the deletion of the "oldest" objects. The glitch can be set up in [[Forge]], and can be performed in [[Custom Games]] or Forge. One [[Campaign]] level is also prone to the bug.
 
Overloading a map is usually done to disable certain map features that prevent players from leaving a level's boundaries. Such features include the [[Brute Landmine]]s on [[Sandtrap (Level)|Sandtrap]] and the watchtowers on [[Sandbox (Level)|Sandbox]].


== Instructions ==
== Instructions ==
=== Multiplayer ===
=== Multiplayer ===
#Start a match in [[Forge]].
#Start a Forge session.
#Enter Edit Mode, and place a [[Trip Mine]]. Alternatively, you may find one that has already been placed.
#Enter Edit Mode, and place a [[Trip Mine]]. Alternatively, you may find one that has already been placed.
#Set the Trip Mine to [[Forge/Tricks#Instant Respawn|Instant Respawn]].
#Set Trip Mines to [[Forge/Tricks#Instant Respawn|Instant Respawn]].
#Return to Player Mode, and stand on top of the Trip Mine's spawn point. You should pick it up.
#Return to Player Mode, and stand on top of the Trip Mine's spawn point. You should pick it up.
#Throw the Trip Mine. You should immediately pick up another.
#Throw the Trip Mine. You should immediately pick up another.
#Continue throwing Trip Mines as fast as you can.
#Continue throwing Trip Mines as fast as you can.


Eventually, the Trip Mines will explode on their own; this is because a Trip Mine will automatically detonate after 90 seconds. After this explosion, the map should be overloaded. Sometimes, however, the trick must be repeated in order to have a noticeable or useful effect.
Eventually, the Trip Mines will explode on their own; this is because a Trip Mine will automatically detonate after 90 seconds. After this explosion, the map should be overloaded. Sometimes, however, the trick must be repeated in order to have a noticeable or useful effect. (In such cases, the Trip Mines usually reappear after the first explosion.)
Alternatively, the trip mines will start to disapear in a blue flash. If this occurs the map is overloaded. no repitition is needed.


Interestingly, it is possible that after the explosion, some of the Trip Mines will reappear.
In some cases, the Trip Mines may start to disappear in a blue flash. If this occurs, then the map is overloaded.


Note that you can drop Trip Mines faster by obtaining a second [[weapon]] and repeatedly pressing '''X''' and '''Y''' -- two '''X''' presses for each '''Y'''. ('''X''' + '''X''' + '''Y''' + '''...''') Note also that this fast method can increase the game's RAM usage, possibly leading to a crash.
Note that you can drop Trip Mines faster by obtaining a second [[weapon]] and repeatedly pressing '''X''' and '''Y''' -- two '''X''' presses for each '''Y'''. ('''X''' + '''X''' + '''Y''' + '''...''') Note also that this fast method can increase the game's RAM usage, possibly leading to a crash.


Overloading a map is usually done to disable the [[Guardians]] that prevent players from leaving the boundaries of a map; including the mines around [[Sandtrap (Level)|Sandtrap]], the turrets around [[Snowbound (Level)|Snowbound]], and the laser turrets around [[Sandbox (Level)|Sandbox]].


The trick can be performed with other [[equipment]] items, like the [[Deployable Cover]]; however, other items take longer to overload the map.
The trick can be performed with other [[equipment]] items, like the [[Deployable Cover]]; however, other items take longer to overload the map.
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Eventually, the accumulation of Marines and unreachable Hornets will overload the map. If a player uses a Hornet to proceed to the next loading point, the other player will be transported forward, and all of the Marines and Hornets will be removed from memory, ending the overloading effect.
Eventually, the accumulation of Marines and unreachable Hornets will overload the map. If a player uses a Hornet to proceed to the next loading point, the other player will be transported forward, and all of the Marines and Hornets will be removed from memory, ending the overloading effect.


<!-- These are exploits, NOT glitches. No actual error happens. The programmers told the game to spawn Marines and Hornets; it spawns Marines and Hornets. There's the FLAW that the game will follow these instructions limitlessly. But since it's a FLAW and not an ERROR, the usage of that flaw is an EXPLOIT, not a GLITCH. -- DavidJCobb -->
=== Saving an overloaded map ===
 
Start a Forge session. In an out-of-the-way area that players can't reach (preferably outside the map), make a big pile of [[weapons]] and equipment. Once a large amount of items have been placed, spawn a [[Forge Objects/Scenery|scenery]] item on top of the pile. If it disappears, then place a bunch of movable scenery on it. Otherwise, keep trying.
=== Saving an Overloaded Map ===
Start a Forge session. In an out-of-the-way area that players can't reach (preferably outside the map), make a big pile of weapons and equipment. Once a large amount of items have been placed, spawn a scenery item on top of the pile. If it disappears, then place a bunch of movable scenery on it. Otherwise, keep trying.


When enough scenery has vanished, start a new round. If enough items have been placed, the map will be overloaded, and will be overloaded the next time it is loaded.
When enough scenery has vanished, start a new round. If enough items have been placed, the map will be overloaded, and will be overloaded the next time it is loaded.


Some more specific instructions:
Some more specific instructions:
#Spawn a good 50 to 80 weapons in one place
#Spawn a good 50 to 80 weapons in one place.
#Then, as stated previously, place a movable scenery piece on top.
#Place a movable scenery piece on top.
#If the scenery disappears, proceed to spawn additional cheap movable scenery.
#If the scenery disappears, proceed to spawn additional cheap movable scenery.
#After a good 50 spawns, set the scenery to Instant Respawn.
#After a good 50 spawns, set the scenery to Instant Respawn.
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== Effects ==
== Effects ==
Overloading tends to disable the "built-in" special features present on several map. [[Sandtrap (Level)|Sandtrap]]'s [[Elephant]]s will vanish. Lifts, such as the air lift on [[Blackout (Level)|Blackout]], will stop functioning. [[Epitaph (Level)|Epitaph]]'s floating platform will fall. Most notably, the [[Guardians]]' scripted appearances (on Sandtrap, [[Sandbox (Level)|Sandbox]], and [[Snowbound (Level)|Snowbound]]) will stop functioning.
Overloading tends to disable the "built-in" special features present on several map. Sandtrap's [[Elephant]]s will vanish. Lifts, such as the air lift on [[Blackout (Level)|Blackout]], will stop functioning. [[Epitaph (Level)|Epitaph]]'s floating platform will fall. Most notably, the [[Guardians]]' scripted appearances (on Sandtrap, Sandbox, and [[Snowbound (Level)|Snowbound]]) will stop functioning.


However, overloading a map may cause the game to use a lot of memory (since there are so many objects that need to be processed and kept track of). The game's stability will decrease; [[lag]] is a likely result, and the game may even crash.
However, overloading a map may cause the game to use a lot of memory (since there are so many objects that need to be processed and kept track of). The game's stability can decrease; [[lag]] is a likely result, and the game may even crash.


=== Specific Effects by Level===
=== Specific Effects by Level===
[[Assembly]] - The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones.
;[[Assembly]]:The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones.
 
;[[Avalanche (Level)|Avalanche]]:Overloading the map multiple times will disable the [[man cannon]]s. Overloading the map once at the area under the [[Spartan Laser]] cave will also work.
[[Avalanche (Level)|Avalanche]] - Overloading the map multiple times will disable the man cannons. Overloading the map once at the area under the [[Spartan Laser]] cave will also work.
;[[Blackout (Level)|Blackout]]:The air lift stops working, though the rushing air is still visible.
 
;[[Citadel (Level)|Citadel]]:The invisible walls in the room under [[Rocket Launcher]] spawn will disappear.
[[Blackout (Level)|Blackout]] - The air lift stops working, though the rushing air is still visible.
;[[Construct (Level)|Construct]]:The lifts no longer work. All weapons will be temporarily de-spawned.
 
;[[Epitaph (Level)|Epitaph]]:The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish.
[[Citadel (Level)|Citadel]] - The invisible walls in the room under [[rocket]] spawn disappear
;[[Guardian (Level)|Guardian]]:The main lifts are disabled, and the hologram no longer works.
 
;[[High Ground (Level)|High Ground]]:The main gate disappears, as do the movable gates near the Surface-to-Air Missile Launcher. The hatch on the bunker disappears.
[[Construct (Level)|Construct]] - Scripted gravity lifts no longer work. All weapons vanish until they respawn.
;[[Isolation (Level)|Isolation]]:The lifts are visible but don't function.
 
;[[Last Resort (Level)|Last Resort]]:The breakable bridge (that can be used to enter the spinning wheel) disappears.
[[Epitaph (Level)|Epitaph]] - The rocket launcher platform falls and can be moved about, no shield doors. Most holograms will vanish, and the gravity lifts will stop working.
;[[Sandbox (Level)|Sandbox]]:The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall.
 
;[[Sandtrap (Level)|Sandtrap]]:The Brute Landmines become inactive for the rest of the round. The lifts no longer work, though the air can still be seen. The Elephants disappear.
[[Guardian (Level)|Guardian]] - The main gravity lifts are disabled, and the hologram no longer works.
;[[Snowbound (Level)|Snowbound]]:The built-in shield doors are cut, and the automated turrets no longer shoot.
 
;[[The Pit (Level)|The Pit]]:All major weapons (such as the [[Energy Sword]]) will disappear temporarily. The fan lifts stop functioning, although the air is still visible.
[[High Ground (Level)|High Ground]] - The main gate disappears, as do the movable gates near the Surface-to-Air Missile Launcher. The hatch on the bunker disappears.
;[[Valhalla (Level)|Valhalla]]:The built-in Man Cannons are disabled.
 
;[[Foundry (Level)|Foundry]]:All objects disappear for a few moments, then respawn.
[[Isolation (Level)|Isolation]] - The gravity lifts are visible but don't function.
;[[Narrows (Level)|Narrows]]:Man cannons are disabled; the rocket launcher on the lower level energy bridge disappears.
 
[[Last Resort (Level)|Last Resort]] - The breakable bridge (that can be used to enter the spinning wheel) disappears.
 
[[Sandbox (Level)|Sandbox]] - The watchtowers are disabled. The grid and sky bubble's "floor" disappear, causing any objects in the sky bubble to fall.
 
[[Sandtrap (Level)|Sandtrap]] - The [[Brute Landmine]]s become inactive for the rest of the round. However, if a player goes outside to the ruins north of the main base, they can still die&nbsp;by the Guardians.&nbsp;The fan lifts no longer work, though the air can still be seen,&nbsp;and the Elephants disappear.
 
[[Snowbound (Level)|Snowbound]] - The built-in shield doors are cut, and the automated turrets no longer shoot.
 
[[The Pit (Level)|The Pit]] - All major weapons (e.g. [[Energy Sword]]) will disappear temporarily. The fan lifts stop functioning, although the air is still visible.
 
[[Valhalla (Level)|Valhalla]] - The built-in Man Cannons are disabled.
 
[[Foundry (Level)|Foundry]] - All objects disappear for a few moments, then respawn.
 
[[Narrows (Level)|Narrows]] - Man cannons are disabled; rocket launcher on the lower level energy bridge disappears.


== Trivia ==
== Trivia ==
*Some players have reported seeing [[Ghosts of Halo]] on maps after overloading them.
*Some players have reported seeing [[Ghosts of Halo]] on maps after overloading them.
*It should be noted that overloading will not disable the Guardians. It ''will'', however, disable the various level features whose kills are credited to the Guardians.
[[Category:Glitches]]
[[Category:Glitches]]
[[Category:Halo 3]]
[[Category:Halo 3]]
[[Category:Halo 3 Glitches]]
[[Category:Halo 3 Glitches]]

Revision as of 23:58, January 19, 2010

Template:Ratings

For the Halo 2 Overload Glitches, see here.

The Overload Glitch is a bug present in Halo 3. When too many objects are present in a map, the map becomes "overloaded", resulting in the deletion of the "oldest" objects. The glitch can be set up in Forge, and can be performed in Custom Games or Forge. One Campaign level is also prone to the bug.

Overloading a map is usually done to disable certain map features that prevent players from leaving a level's boundaries. Such features include the Brute Landmines on Sandtrap and the watchtowers on Sandbox.

Instructions

Multiplayer

  1. Start a Forge session.
  2. Enter Edit Mode, and place a Trip Mine. Alternatively, you may find one that has already been placed.
  3. Set Trip Mines to Instant Respawn.
  4. Return to Player Mode, and stand on top of the Trip Mine's spawn point. You should pick it up.
  5. Throw the Trip Mine. You should immediately pick up another.
  6. Continue throwing Trip Mines as fast as you can.

Eventually, the Trip Mines will explode on their own; this is because a Trip Mine will automatically detonate after 90 seconds. After this explosion, the map should be overloaded. Sometimes, however, the trick must be repeated in order to have a noticeable or useful effect. (In such cases, the Trip Mines usually reappear after the first explosion.)

In some cases, the Trip Mines may start to disappear in a blue flash. If this occurs, then the map is overloaded.

Note that you can drop Trip Mines faster by obtaining a second weapon and repeatedly pressing X and Y -- two X presses for each Y. (X + X + Y + ...) Note also that this fast method can increase the game's RAM usage, possibly leading to a crash.


The trick can be performed with other equipment items, like the Deployable Cover; however, other items take longer to overload the map.

Campaign

Currently, only The Covenant can be overloaded, by using two exploits. The first causes a large amount of Marines to spawn; the second, which requires Co-op, allows players to accumulate Hornets in the level.

During the first Hornet battle, when the Master Chief flies to Tower 3, both players should fly to the island in front of Tower 2. They should dismount their Hornets, such that the vehicles fall into the sea, but the players land safely on the island. A Marine should quickly fly another Hornet to the island.

At this point, one player (Person A) should fly the Hornet away, while the other (Person B) remains on the island. Person A should land the Hornet at a location that Person B cannot reach. Person A should then die; they will respawn with Person B. A Marine will bring a new Hornet to the island; the two players should repeat the process.

Eventually, the accumulation of Marines and unreachable Hornets will overload the map. If a player uses a Hornet to proceed to the next loading point, the other player will be transported forward, and all of the Marines and Hornets will be removed from memory, ending the overloading effect.

Saving an overloaded map

Start a Forge session. In an out-of-the-way area that players can't reach (preferably outside the map), make a big pile of weapons and equipment. Once a large amount of items have been placed, spawn a scenery item on top of the pile. If it disappears, then place a bunch of movable scenery on it. Otherwise, keep trying.

When enough scenery has vanished, start a new round. If enough items have been placed, the map will be overloaded, and will be overloaded the next time it is loaded.

Some more specific instructions:

  1. Spawn a good 50 to 80 weapons in one place.
  2. Place a movable scenery piece on top.
  3. If the scenery disappears, proceed to spawn additional cheap movable scenery.
  4. After a good 50 spawns, set the scenery to Instant Respawn.
  5. The game should pause for a moment.
  6. At the point of the glitch, often one will experience lag, as well as the symptoms that are characteristic of an overloaded map.
  7. Proceed to delete the spawned weapon pile; it is no longer needed. Save and exit.
  8. Start up your map again. The movable scenery will immediately spawn and disappear in one place, causing a brief moment of lag. The map should then be overloaded. If the lag continues, revisit forge and undo the Instant Respawn trick for some scenery items. If necessary, delete some of the items.

Effects

Overloading tends to disable the "built-in" special features present on several map. Sandtrap's Elephants will vanish. Lifts, such as the air lift on Blackout, will stop functioning. Epitaph's floating platform will fall. Most notably, the Guardians' scripted appearances (on Sandtrap, Sandbox, and Snowbound) will stop functioning.

However, overloading a map may cause the game to use a lot of memory (since there are so many objects that need to be processed and kept track of). The game's stability can decrease; lag is a likely result, and the game may even crash.

Specific Effects by Level

Assembly
The air lifts stop functioning. The rushing air is still visible on the blue lift but not the yellow ones.
Avalanche
Overloading the map multiple times will disable the man cannons. Overloading the map once at the area under the Spartan Laser cave will also work.
Blackout
The air lift stops working, though the rushing air is still visible.
Citadel
The invisible walls in the room under Rocket Launcher spawn will disappear.
Construct
The lifts no longer work. All weapons will be temporarily de-spawned.
Epitaph
The floating platform will fall and become movable. The shield doors and lifts will vanish. Most holograms will vanish.
Guardian
The main lifts are disabled, and the hologram no longer works.
High Ground
The main gate disappears, as do the movable gates near the Surface-to-Air Missile Launcher. The hatch on the bunker disappears.
Isolation
The lifts are visible but don't function.
Last Resort
The breakable bridge (that can be used to enter the spinning wheel) disappears.
Sandbox
The watchtowers are disabled. The grid and the sky bubble's "floor" disappear, causing any movable objects in the sky bubble to fall.
Sandtrap
The Brute Landmines become inactive for the rest of the round. The lifts no longer work, though the air can still be seen. The Elephants disappear.
Snowbound
The built-in shield doors are cut, and the automated turrets no longer shoot.
The Pit
All major weapons (such as the Energy Sword) will disappear temporarily. The fan lifts stop functioning, although the air is still visible.
Valhalla
The built-in Man Cannons are disabled.
Foundry
All objects disappear for a few moments, then respawn.
Narrows
Man cannons are disabled; the rocket launcher on the lower level energy bridge disappears.

Trivia

  • Some players have reported seeing Ghosts of Halo on maps after overloading them.
  • It should be noted that overloading will not disable the Guardians. It will, however, disable the various level features whose kills are credited to the Guardians.