Editing Arbitrary unit possession

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== Preventing a Respawn ==
== Preventing a Respawn ==
[[File:H2 AUP Pinch.png|thumb|A Player waiting in a Pinch spot on [[Outskirts]].]]
[[File:AUP Pinch.png|thumb|A Player waiting in a Pinch spot on Outskirts.]]
In order to prevent the respawn, you will need to find a very low ceiling that extends outwards. Whenever you have done this, the other player will be stuck in a permanent 3rd person camera with no text (such as Teammate in Combat) on screen. This creates an invisible biped that is stashed at a very specific location on the map. The reason for this is believed to be to reduce lag in this situation, as Halo: CE did not have this feature and whenever you would try to respawn in this state, the game lagged heavily. However, there exists a flaw in the respawn code that allows Arbitrary Unit Possession to happen. The game first checks if the area is safe and/or large enough, if it is, it creates the invisible biped and attempts to teleport it to his partner and completes the respawn. Bungie designed this code without thinking of what would happen if we restarted in the teleporting process. Therefore, the game keeps loaded in memory that a player is ready to respawn with a specific Salt and Index. If, after restart, we kill our partner and load a character in at the exact same Salt and Index, the game will hijack that character and give it to the player.
In order to prevent the respawn, you will need to find a very low ceiling that extends outwards. Whenever you have done this, the other player will be stuck in a permanent 3rd person camera with no text (such as Teammate in Combat) on screen. This creates an invisible biped that is stashed at a very specific location on the map. The reason for this is believed to be to reduce lag in this situation, as Halo: CE did not have this feature and whenever you would try to respawn in this state, the game lagged heavily. However, there exists a flaw in the respawn code that allows Arbitrary Unit Possession to happen. The game first checks if the area is safe and/or large enough, if it is, it creates the invisible biped and attempts to teleport it to his partner and completes the respawn. Bungie designed this code without thinking of what would happen if we restarted in the teleporting process. Therefore, the game keeps loaded in memory that a player is ready to respawn with a specific Salt and Index. If, after restart, we kill our partner and load a character in at the exact same Salt and Index, the game will hijack that character and give it to the player.


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