Teleporter launching glitch: Difference between revisions

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==Walkthrough==
==Walkthrough==
#In Forge mode, spawn a teleporter sender and reciever. Do not put down two way teleporters for it may mess up the glitch
#In Forge mode, spawn a teleporter sender and reciever node. Do not use two-way teleporters, as this glitch will not work.
#Grab any item, preferably a small item like a weapon or cone, while in edit mode and hold left trigger while going into the teleporter.
#In edit mode, grab any item, preferably a small item like a weapon or cone, which would easily fit through a teleporter.
#When coming out of the reciever teleporter press '''Up''' on the D-Pad to go back into player mode and you will be launched at a very fast speed.
#Hold down the left trigger (default controls) to speed the monitor up, and enter the teleporter.
#When exiting the receiver teleporter, press '''Up''' on the D-Pad to go back into player mode. You will be launched out at incredibly high speeds.


==Explanation==
==Explanation==

Revision as of 07:41, September 23, 2010

Template:Ratings

The Teleporter Launching glitch is a glitch that can be performed in Halo: Reach. This glitch makes the player launch out of a teleporter at an extremely high speed.

Walkthrough

  1. In Forge mode, spawn a teleporter sender and reciever node. Do not use two-way teleporters, as this glitch will not work.
  2. In edit mode, grab any item, preferably a small item like a weapon or cone, which would easily fit through a teleporter.
  3. Hold down the left trigger (default controls) to speed the monitor up, and enter the teleporter.
  4. When exiting the receiver teleporter, press Up on the D-Pad to go back into player mode. You will be launched out at incredibly high speeds.

Explanation

This glitch happens because of Halo: Reach's camera/player position system. When the player is in edit mode and holding something the game sets the the player's position based on available space, like walls and ceilings. When you enter the teleporter with the item there is a split second where the item is right in front of you then a split second later it's away again. The dramatic distance between the 2 item positions causes the player to be shot. This is where the player returns to player mode to be launched. This is because if the player remains in edit mode the edit mode's zero gravity takes place and stops the launch but in player mode the speed the player is going at will continue until they hit something whether it be a wall or the ground.