Teleporter launching glitch: Difference between revisions

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


==Explanation==
==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.
This glitch happens because of ''Halo: Reach'''s camera/player position system. When holding onto something in edit mode, the game sets the the player's position based on available space, depending on the positioning of walls, ceilings and other objects. When you enter the teleporter with the object you hold, there is a split second where the item makes contact with you before the player is positioned properly. Upon turning into player mode, contact with the object launches the player across the map. This is similar to [[Equipment Jumping]] with the [[Deployable Cover]]. In edit mode, the monitor will not be launched as it automatically positions itself from the object.




{{Glitches}}
{{Glitches}}
[[Category:Halo: Reach Glitches]]
[[Category:Halo: Reach Glitches]]

Revision as of 07:53, 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 crate 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 an incredibly high speed.

Explanation

This glitch happens because of Halo: Reach's camera/player position system. When holding onto something in edit mode, the game sets the the player's position based on available space, depending on the positioning of walls, ceilings and other objects. When you enter the teleporter with the object you hold, there is a split second where the item makes contact with you before the player is positioned properly. Upon turning into player mode, contact with the object launches the player across the map. This is similar to Equipment Jumping with the Deployable Cover. In edit mode, the monitor will not be launched as it automatically positions itself from the object.