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 [[Halo 3]] '''Overload Glitch''' can be done on [[Forge]] or in [[Multiplayer]], however, overloading a map may cause your game to freeze.
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]].
 
== Instructions ==
=== Multiplayer ===
#Start a match in [[Forge]].
#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]].
#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.
#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.
 
Interestingly, it is possible that after the explosion, some of the Trip Mines will reappear.
 
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.


==How to Overload any Halo 3 Map==


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]].  
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]].  


To overload a map in Halo 3, you must first start a Forge game. Go into edit mode by pressing up on the D-pad and spawn a [[Trip Mine]]. Open the [[spawn]] menu again, press X, and change the minimum run-time setting to the same number as the maximum run-time setting. Then leave edit mode, stand on the trip mine spawn and start dropping trip mines. You can drop trip mines faster by having a secondary weapon and repeatedly pressing X and Y at the right speed.(X, X, Y, X, X, Y...) Be warned, using this fast method for deploying trip mines on one spot can cause your Xbox 360 to freeze. There doesn't seem to be a definite number of trip mines that you need, it depends on the map and the number of objects on the map, so a good rule is to just keep throwing trip mines until they explode on their own (usually any where from 60-90 seconds after the first mine is dropped). Once the pile has exploded by itself, the map should be overloaded.
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 (Level)|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.


After some experimentation, this can be done with other equipment. Spawn, say, a [[Deployable Cover]] and set it up like a Trip Mine. Then, press X and Y in unison multiple times, throwing for a good few minutes. Once you have thrown enough, the map overloads. This method takes longer than Trip Mines, however.
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.


==Overloading Campaign==
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.
Currently, only one campaign level can be overloaded and it is [[The Covenant (Level)|The Covenant]]. To overload the campaign, you will need to perform two other glitches that can be very time consuming. You need to do the Marine Island Glitch as well as the 150 Hornets Glitch. Both glitches will be able to overload the campaign. The effects of overloading campaign are similar to the effects of modded maps in custom games and Forge. The effects are not permanent because when you hit the next loading point, everything will return to normal.


==How to Save an Overloaded Map==
<!-- 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 -->
This requires another method. In one spot where players won't go to, (preferably outside the map), simply make a big pile of weapons and equipment. Once you think you've made enough, spawn a scenery on the pile, and if it disappears, then just spawn a bunch of movable scenery on it. If it doesn't, keep trying. Once you think you've disappeared enough scenery, start a new round. If you've done enough spawning, it should be overloaded and you can save it, and it will still be overloaded next time you load it.


To be more specific, one must take the following steps:
=== Saving an Overloaded Map ===
# Spawn a good 50 to 80 weapons in one place
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.
# Then, as stated previously, spawn a movable scenery piece on top to see if it disappears (i.e. a Radio)
# If it does, proceed to spawn cheap movable scenery
# After a good 50 spawns, set the runtime of the movable scenery to max (run min and run max being the highest)
# You will experience a brief pause
# At the point of the glitch, often one will experience lag and the aforementioned Overloaded Traits
# Proceed to delete the spawned weapon pile, for they are not needed further
# Start up your map again and all the movable scenery will immediately spawn and disappear in one place, causing a brief lag. From here on play your Overloaded Map. If Lag continues, revisit forge and cut run-times or if necessary delete a few objects to balance your Overloaded Map out.


==The Effects of Overloading==
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.


:'''Note: May cause the game to freeze on some occasions and could cause odd happenings such as randomly spawning objects on some Maps'''
Some more specific instructions:
#Spawn a good 50 to 80 weapons in one place
#Then, as stated previously, place a movable scenery piece on top.
#If the scenery disappears, proceed to spawn additional cheap movable scenery.
#After a good 50 spawns, set the scenery to Instant Respawn.
#The game should pause for a moment.
#At the point of the glitch, often one will experience lag, as well as the symptoms that are characteristic of an overloaded map.
#Proceed to delete the spawned weapon pile; it is no longer needed. Save and exit.
#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.


You will know the map has been overloaded because certain elements of the map will have been disabled. The Elephants on Sandtrap will disappear, the guardians on [[Sandtrap]], Sandbox and Snowbound will become inactive for the rest of the round, shield doors will no longer function, and gravity lifts such as those on Construct will disappear or become inactive. Overloading a map may cause other glitches as well.  
== 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.


Once the map has been overloaded, you are free to walk outside the boundaries of maps such as Sandtrap and Snowbound, until you hit invisible walls. You can try to get past these walls by utilizing the [[Forge Turret Glitch]] or side seat glitch (requires two players).
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.


===The Effects of Overloaded Maps===
=== Specific Effects by Level===
[[Assembly]] - The air lifts disable.&nbsp;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]] - Unlike the other maps, this one requires you to overload the map multiple times. It's easy some times, but there is an easier way to. Go under or near the area of the Spartan Laser cave, then put the mines and overload the map like usual, and done, all man cannons are disabled.
[[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 disables, though the rushing air is still visible.
[[Blackout (Level)|Blackout]] - The air lift stops working, though the rushing air is still visible.


[[Construct (Level)|Construct]] - Gravity lifts no longer work. Also all guns have to respawn.
[[Construct (Level)|Construct]] - Scripted gravity lifts no longer work. All weapons vanish until they respawn.


[[Epitaph (Level)|Epitaph]] - The rocket launcher platform no longer functions and can be moved about, no shield doors, no holograms and no gravity lifts (though some graphics are still there).
[[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.


[[Guardian (Level)|Guardian]] - Main gravity lifts are disabled, hologram no longer works.
[[Guardian (Level)|Guardian]] - The main gravity lifts are disabled, and the hologram no longer works.


[[High Ground (Level)|High Ground]] - Main gate disappears and the movable gates near the inactive mortar gun. The hatch on the bunker disappears.
[[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.


[[Isolation (Level)|Isolation]] - Gravity lifts are visible but don't function.
[[Isolation (Level)|Isolation]] - The gravity lifts are visible but don't function.


[[Last Resort (Level)|Last Resort]] - Bridge which attackers use to get into the spinning wheel disappears.
[[Last Resort (Level)|Last Resort]] - The breakable bridge (that can be used to enter the spinning wheel) disappears.


[[Sandbox (Level)|Sandbox]] - Watchtowers are disabled, grid and sky bubble's "floor" disappear.
[[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]] - Minefield becomes inactive for the rest of the round. Fan lifts no longer work.
[[Sandtrap (Level)|Sandtrap]] - The [[Brute Landmine]]s become inactive for the rest of the round. The fan lifts no longer work, and the Elephants disappear.


[[Snowbound (Level)|Snowbound]] - Shield doors are cut and turrets no longer shoot.
[[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]]) disappear temporarily. Fan lift stops functioning, although the air is still visible
[[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]] - Man Cannons are disabled.
[[Valhalla (Level)|Valhalla]] - The built-in Man Cannons are disabled.


[[Foundry (Level)|Foundry]] - All objects disappear for a few moments, then respawn.
[[Foundry (Level)|Foundry]] - All objects disappear for a few moments, then respawn.

Revision as of 17:01, October 14, 2009

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 and performed in Forge, and can thus be performed in Custom Games.

Instructions

Multiplayer

  1. Start a match in Forge.
  2. Enter Edit Mode, and place a Trip Mine. Alternatively, you may find one that has already been placed.
  3. Set the Trip Mine 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.

Interestingly, it is possible that after the explosion, some of the Trip Mines will reappear.

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, the turrets around Snowbound, and the laser turrets around Sandbox.

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. Then, as stated previously, 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 will 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.

Construct - Scripted gravity lifts no longer work. All weapons vanish until they respawn.

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.

Guardian - The main gravity 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 gravity 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 sky bubble's "floor" disappear, causing any objects in the sky bubble to fall.

Sandtrap - The Brute Landmines become inactive for the rest of the round. The fan lifts no longer work, and the Elephants disappear.

Snowbound - The built-in shield doors are cut, and the automated turrets no longer shoot.

The Pit - All major weapons (e.g. 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; rocket launcher on the lower level energy bridge disappears.

Trivia

  • Some players have reported seeing Ghosts of Halo on maps after overloading them.