Editing Alert carry

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{{Merge from|Lowering weapon glitch}}
{{Era|RW}}
{{Status|RealWorld}}
The '''alert carry''', sometimes mistakenly called '''"ceasing fire"''', '''"standing down"''', or '''"gun down"''', is a feature introduced in ''[[Halo 2]]'' for machinima purposes, and has since appeared in ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo 2: Anniversary]]'' and ''[[Halo 5: Guardians]]''. The feature allows gamers to holster or lower their in-game weapons; it is commonly used when making [[machinima]]. The exact execution of the alert carry has changed between games and requires different button combinations for different game [[Halo Xbox controls|controller layouts]].
The '''alert carry''', sometimes mistakenly called '''"ceasing fire"''', '''"standing down"''', or '''"gun down"''', is a feature introduced in ''[[Halo 2]]'' for machinima purposes, and has since appeared in ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', ''[[Halo 4]]'', ''[[Halo 2: Anniversary]]'', ''[[Halo 5: Guardians]]'' and ''[[Halo Infinite]]''. The feature allows gamers to holster or lower their in-game weapons; it is commonly used when making [[machinima]]. The exact execution of the alert carry has changed between games and requires different button combinations for different game [[Halo Xbox controls|controller layouts]].


== ''Halo: Combat Evolved'' ==
== ''Halo: Combat Evolved'' ==
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#D-pad "down"
#D-pad "down"


After holding the combination together for three seconds, a player will find that their weapon has disappeared off of their screen; the weapon is lowered and visible to other players. Some weapons, however, are barely or not at all affected by this trick; such weapons include the Energy Sword, Brute Shot, [[Gravity hammer (fiction)|Gravity Hammer]], [[Sentinel Beam]], [[Pek-pattern plasma cannon|Plasma Cannon]], [[AIE-486H Heavy Machine Gun|Machine Gun Turret]], and [[M7057/Defoliant Projector|Flamethrower]]. The trick looks odd when performed with the M41 Rocket Launcher, [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]], [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]], and dual-wielded weapons.
After holding the combination together for three seconds, a player will find that their weapon has disappeared off of their screen; the weapon is lowered and visible to other players. Some weapons, however, are barely or not at all affected by this trick; such weapons include the Energy Sword, Brute Shot, [[Type-2 Energy Weapon/Hammer|Gravity Hammer]], [[Sentinel Beam]], [[Type-52 Directed Energy Support Weapon|Plasma Cannon]], [[AIE-486H Heavy Machine Gun|Machine Gun Turret]], and [[M7057/Defoliant Projector|Flamethrower]]. The trick looks odd when performed with the M41 Rocket Launcher, [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]], [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]], and dual-wielded weapons.


The animation of the Rocket Launcher, Fuel Rod Gun, and the Spartan Laser will look similar to that of the assault rifle in ''Halo: Combat Evolved'' (unless the player uses an Elite model, then there's no change). If a player is dual-wielding, looking around will desynchronize their hands.
The animation of the Rocket Launcher, Fuel Rod Gun, and the Spartan Laser will look similar to that of the assault rifle in ''Halo: Combat Evolved'' (unless the player uses an Elite model, then there's no change). If a player is dual-wielding, looking around will desynchronize their hands.
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Unlike ''Halo 3'', the M41 Rocket Launcher, Fuel Rod Gun, Gravity Hammer, and the [[flag]] will be in a resting position after using alert carrying.
Unlike ''Halo 3'', the M41 Rocket Launcher, Fuel Rod Gun, Gravity Hammer, and the [[flag]] will be in a resting position after using alert carrying.


Unlike previous games, when the player alert carries while holding a detached turret, the camera angle will shift a bit and the Spartan will also appear to be slightly more relaxed. It is also possible to use alert carry in the campaign.
Unlike previous games, when the player alert carries while holding a detached turret, the camera angle will shift a bit and the Spartan will also appear to be slightly more relaxed.


== ''Halo 4'' ==
== ''Halo 4'' ==
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#D-pad "down"  
#D-pad "down"  


As in ''Halo 3'' and ''Halo: Reach'', alert carry doesn't work in Xbox Live games. Unlike the other games, alert carry only works when the player is standing still; any other movement will cancel the alert carry for as long as the player is moving. Like with ''Halo: Reach'', alert carry is usable in the ''Halo 4'' campaign.
As in ''Halo 3'' and ''Halo: Reach'', alert carry doesn't work in Xbox Live games. Unlike the other games, alert carry only works when the player is standing still; any other movement will cancel the alert carry for as long as the player is moving.


== ''Halo 2: Anniversary'' ==
== ''Halo 2 Anniverary'' ==
The alert carry returns in ''Halo 2: Anniversary'', fixing ''Halo 4''{{'}}s problem;<ref>[https://www.youtube.com/watch?v=LGfwEOAYoYY '''Youtube''' - ''Halo: The Master Chief Collection - "Cliff" '']</ref> in addition, the function can now be performed on Xbox Live. The particular combination of buttons used to enter alert carry varies depending on the selected control scheme, but corresponds to the following actions:
The alert carry returns in ''Halo 2: Anniversary'', fixing ''Halo 4''<nowiki>'</nowiki>s problem<ref>[https://www.youtube.com/watch?v=LGfwEOAYoYY '''Youtube''' - ''Halo: The Master Chief Collection - "Cliff" '']</ref>; in addition, the function can now be performed on Xbox Live. The combination to alert carry is:
 
#RB (Action/Reload)
#Action/Reload (Default RB)
#A Button (Jump)
#Jump (Default A)
#Right Thumbstick (Zoom)
#Zoom (Default right thumbstick)
#D-pad "down"
#D-pad "down"


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== ''Halo 5: Guardians'' ==
== ''Halo 5: Guardians'' ==
Alert carry in ''Halo 5: Guardians'' can be achieved with the new Machinima control setting in Custom Games. When activated, Hold Reload and "down" on the D-pad.
Alert carry in ''Halo 5: Guardians'' can be achieved with the new Machinima control setting in Custom Games. When activated, Hold Reload and "down" on the D-pad.
Unlike ''Halo: Reach'' and ''Halo 4'', the player cannot achieve alert carry in the campaign outside of the missions ''[[Meridian Station (level)|Meridian Station]]'', ''[[Alliance]]'', and ''[[Before the Storm]]''. Instead, only AI-controlled Spartans can use alert carry.
== ''Halo Infinite'' ==
Alert carry in ''Halo Infinite'' can be enabled via the custom games settings, by turning on machinima controls. It works the same way as it does on ''Halo 5: Guardians'', by Holding Reload and "down" on the D-pad.
It can also be enabled using the node-graph scripting system in [[Forge]]. The node "Set Player Weapon Lowered" can be activated in the scripting system. Activating this node via the "On Player Mark" node can allow for you to activate alert carry by pressing the Mark button (Default: D-Pad Up on controller, or X on mouse and keyboard).
:'''Note'': The "Set Player Weapon Lowered" node is currently buggy, and will not always work properly.'''''
This will only work on maps that have the "Set Player Weapon Lowered" node in the node-graph. As a result, you cannot alert carry in campaign, matchmaking or on official multiplayer maps.


==Trivia==
==Trivia==
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*Execute this trick in conjunction with an Energy Sword and it will disappear. ''See [[Silhouette Sword]]''.
*Execute this trick in conjunction with an Energy Sword and it will disappear. ''See [[Silhouette Sword]]''.
*In ''Halo 3'' local Split-Screen, this trick may be a possible method to combat [[screenwatching]] due to not being able to see what weapon you have equipped, though they may still be able to see the icon for it on your [[HUD]].
*In ''Halo 3'' local Split-Screen, this trick may be a possible method to combat [[screenwatching]] due to not being able to see what weapon you have equipped, though they may still be able to see the icon for it on your [[HUD]].
*A tip to ''Halo 3'' machinima makers; when you want to view someone lowering their weapon, the most commonly known, and probably the easiest way to do this, is to simply reverse the footage of them raising it. However, the button combination can be performed in any order. If you're talented enough, you can "crouch" while running, which negates its effect, and hold down (A) after you have jumped. If you hold these down while puppeteering your character, and complete the combo, your character will lower their weapon while neither crouching nor jumping, giving it a smoother look. It is tricky to master though, and some find the reverse-footage method more convenient. This trick is not very effective for Elites in general, and is only really visible when the player does not move. Running will cause the weapon to appear (to other players) to lift back up again, although to the player it will appear as if the weapon is still lowered. Another, simpler method is simply to turn off the ability to crouch in a custom game.
*A tip to ''Halo 3'' machinima makers; when you want to view someone lowering their weapon, the most commonly known, and probably the easiest way to do this, is to simply reverse the footage of them raising it. However, the button combination can be performed in any order. If you're talented enough, you can "crouch" while running, which negates its effect, and hold down (A) after you have jumped. If you hold these down while puppeteering your character, and complete the combo, your character will lower his/her weapon while neither crouching nor jumping, giving it a smoother look. It is tricky to master though, and some find the reverse-footage method more convenient. This trick is not very effective for Elites in general, and is only really visible when the player does not move. Running will cause the weapon to appear (to other players) to lift back up again, although to the player it will appear as if the weapon is still lowered. Another, simpler method is simply to turn off the ability to crouch in a custom game.
*During an alert carry, when a player enters a vehicle and exits, the player will see in his HUD that the weapon is frozen at the highest point of being drawn and the player does not appear to breathe as during holding a weapon off of cease fire. However, it will disappear if the player swaps or switches weapons, fires his weapon, or throws a grenade.
*During an alert carry, when a player enters a vehicle and exits, the player will see in his HUD that the weapon is frozen at the highest point of being drawn and the player does not appear to breathe as during holding a weapon off of cease fire. However, it will disappear if the player swaps or switches weapons, fires his weapon, or throws a grenade.
*Using an Armor Ability while Alert-Carrying will not cancel the Alert Carry.
*Using an Armor Ability while Alert-Carrying will not cancel the Alert Carry.
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==Gallery==
==Gallery==
<gallery>
<gallery>
File:HCE_AlertCarry.jpg|Alert carry in ''Halo: Combat Evolved''.
File:Holster.jpg|Alert carry in ''Halo: Combat Evolved''.
File:RvBSister.png|Alert carry, used in the machinima series ''Red vs. Blue'' in ''Halo 2''.
File:RvBSister.png|Alert carry is used in the machinima series ''Red vs Blue''. Example in ''Halo 2''.
File:Cease-fire-h3.jpg|A red-colored Spartan with a pistol in alert carry position in ''Halo 3''.
File:Cease-fire-h3.jpg|A red-colored Spartan with a pistol in alert carry position in ''Halo 3''.
File:H3ODST - Alert Carry.png|Alert carry in ''Halo 3: ODST''.
File:H3ODST - Alert Carry.png|Alert carry in ''Halo 3 ODST''.
File:ReachEliteAlertCarry.jpg|An Elite with a lowered [[Plasma Repeater]] in ''Halo: Reach''.
File:ReachEliteAlertCarry.jpg|An Elite with a lowered [[Plasma Repeater]] in ''Halo: Reach''.
File:ReachSpartanAlertCarry.jpg|A Spartan with a lowered [[MA37|Assault Rifle]] in ''Halo: Reach''.
File:ReachSpartanAlertCarry.jpg|A Spartan with a lowered [[MA37|Assault Rifle]] in ''Halo: Reach''.
File:Reach alert carry crouched.jpg|A Spartan with a lowered Assault Rifle, in crouched position.
File:Reach alert carry crouched.jpg|A Spartan with a lowered Assault Rifle, in crouched position.
File:HR_AlertCarry_Turret_Anim.gif|A Spartan with a [[M247H Heavy Machine Gun|Heavy Machine Gun Turret]], normally and in alert carry. Note the slight difference in right arm position.
File:Reach alert carry turret.jpg|A Spartan with a [[M247H Heavy Machine Gun|Heavy Machine Gun Turret]], normally (left) and in alert carry (right). Note the slight difference in right arm position.
File:Alert carry.png|Alert carry in ''Halo 4''.
File:Alert carry.png|Alert carry for ''Halo 4''.
File:H2A Alert Carry.jpg|Two [[SPARTAN-IV program|Spartan-IVs]] with their weapons lowered in ''Halo 2: Anniversary''.  
File:H2A Alert Carry.jpg|Two Spartans with their weapons lowered in ''Halo 2: Anniversary''.  
File:H5 - Alert Carry.png|Alert carry in ''Halo 5: Guardians''.
File:H5 - Alert Carry.png|Alert carry in ''Halo 5''.
File:Infinite Alert Carry.png|Forge script enabled alert carry in ''Halo Infinite''.
</gallery>
</gallery>


==Sources==
==Sources==
{{Ref/Sources}}
<references/>

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