- last post: 01.01.0001 12:00 AM PDT
I'm no programmer, but after playing so much halo 1, i figured this out. The game loads the map in large sections (i call them "loading zones"). When you pass into a new loading zone, the message "loading....done" appears. Additionally, the parts of the loading zones are individually loaded in the immediate area that you are in, such as a hallway, room, etc. The game does not load rooms/hallways that you are not in. The thing that happened to you was a result of a grunt getting trapped in a way between the loading zones. You had entered a loading zone that did not have the grunt in it, but the grunt happened to be in the immediate hallway that you were in when you crossed into the new loading zone (or wherever you were). So the grunt showed up, but he was not fully loaded i guess as a part of the game.
That probably didn't make a whole lot of sense, but you can mess around with a particular glitch I found that helps explain it really. You can trick the game into leaving you in the wrong loading zone. This can only be done on co-op, and here's an explanation of how it's done::::::
Easiest place to do it: assult on the control room. Have both players progress to the first bridge, one room into the level. In the hallway that you come from when approaching the bridge, there is a transition between loading zones. Walk back and forh several times in the hallway, looking at the ground, to determine where the transition occurs on both sides. Have one of the players standing near one of the shade turrets on the bridge, so that he has an option to get in the turret. Have the other player walk backwards in the level towards the beginning, and right as you cross the loading zone in that hallway just before the bridge, have the player near the turret press x to get in the turret. It is kind of difficult to time--- think of the timing like this: press the x button to get in the turret right as you feel the game "chop" as it prepares to teleport you into the hallway.
The game wil be tricked into leaving you in the wrong loading zone and you will not exist on your screen, all you will see is the reticule for the turret, the white/purple nothingness of the background, and you will be able to see right through to the area that is loaded (The area that the other player is currently in, near the beginning of the level. Have the other player walk backwards in the level and watch with the player stuck in the turret how the game loads very small sections of the map at a time.
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This was probably a huge waste of time cuz u probably don't really care that much, but i think i'ts pretty interesting. A place that is really easy to consistently get this glitch you speak of to work is on the same map. The place where you pick up the invisibility, near the end of the map, right before the room with the two hunters that leads out into the last bridge in the map that the two banshees take off from---- pick up the invisibility and walk as quickly as possible forward in the map, past the hunters and into the hallway that leads to the bridge. The hallway is full of jackals and grunts. Since they do not see you with the active camo, they will not be "activated," and will remain in place. The object is to carefully jump past them, being sure not to collide with any of them, into the new loading zone. They will all be frozen, and you should get a checkpoint in this state. You can throw all your plasma grenades, frags, rockets, etc at them, and the force of the explosions will build up. If you cross back into the zone they are loaded in, they will resume their state of normal existence, and if explosions happen near them, they will go flying on their own. It looks hilarious!!!!
You can send me a message if u want me to explain it better, etc, or if u play halo 2 my gamertag is fraximus