Does ghost merging work on movable objects like containers? I can dummy and duplicate them, but they won't ghost.
Really? How would that work? The object wouldn't be able to stay in the ground for long, because 'The Bump' would most likely disturb the object, causing it to fly randomly out of the ground. If there is a way, it would be freaking awesome.
WRONG... lol, they have an option to ghost merge all the objective plots as well teleporters. There is a few new tricks I can see players using in the future with merging on P DLC now.
Correct. I believe Nick the Ratman found a few tricks, and was able to merge on guardian. I just need to contact him and find the video.
Hey you guys are talking about me. Do you guys mean this picture? Bungie.net : Halo 3 File Details Its the picture of my crate
>.> The point being, unless you want to re-arrange weapons/spawns/moveable objects, limit certain areas of a map with teleporters, or, what, merge a destination point halfway into the geometry? Forging on Pre-DLC still does not have many options. ADMIT IT! =P
I was working on a map using ghost merging and something strange happened: I ghost merged a few double walls, then I later used them for a quick geomerge, so I changed the settings. After that I started to ghost merge again, but everything except double walls worked. They didn't work on any sandbox map. I was pissed for a while, but I changed the spawn settings back to 30 and yes again and it worked fine. I'm not sure if that's a problem or just some random thing that happened, but it'd help to get some explanaition.
I dunno man, its almost mind boggling how long it took for something like this came about. A shame too, looking back now. Ah well, better late than never I suppose.
Uh, I'm having the same issue as Citatus Nim Totren. Specifically... Using Forgotten Wing's "SandboxUltimate" canvas (Guardians blocked, clean-budget-glitch, original spawns/gametype-items kept) on a Halo 3: Mythic disc, I can't ghostmerge. At all. And I think I know why. I've found that setting items to Instant Respawn doesn't force their instances to respawn if those instances' Respawn Rates are set to "Never". (But I know from personal experience that this works on vanilla Halo 3.) I think this may have something to do with the clean budget glitch (specifically, with its alterations to the Run-Time Maximum). I plan on testing this without the budget glitch when I get the chance, but I thought I'd ask here just in case this is already a known problem, and/or the solution is non-obvious. (If it turns out I'm making a stupid mistake, I suppose I can edit this post to say that much, so that others don't make the same error.) I was using the Up+A method to dummy the objects, but despite that I still dummied them successfully. I was using Obelisks, and I was able to successfully move the non-respawning one by grabbing the other and hitting it. The non-respawning one vanished, but never reappeared. The same happened with disturbed non-respawning Fusion Coils and other items -- they vanished or were destroyed, and never appeared even when set to Instant Respawn.
In response to David; (too lazy to press quote button, realizes that by the time I have typed all this quoting would have been the lazier method of replying...) Anyway, I don't have any experience on the canvas you are speaking of, but I know for a fact that the glitch works the same way on both the original Halo 3 disk and the Mythic disk. I believe that the most resonable explanation would be you are making a small mistake somewhere within the process, I don't think using a certain canvas affects the glitch. This are just my opinions and theories however. I may be wrong.
I made a mistake because budget glitching seems to cause a minor variation in the process. (I also made another mistake, so yes, I failed it.) Here's the steps with budget-glitching. Underlined is what I messed up; in bold are the changes that budget-glitching causes. 1. Place a Man Cannon. Set it to spawn 45+ seconds after the round starts. 2. Start a new round. 3. Place two of that item in front of the Man Cannon. Set one of them (Object A) to Never respawn; leave the other's (Object B's) Respawn Rate at 30. Set the Man Cannon to Instant Respawn, and then return it to normal (to force it to appear). 4. Dummy Object A. Then, disturb or touch it. This, combined with the Man Cannon, will launch it without moving its teardrop. 5. Wait. Dummying Object B at this point will not have any effect. 6. When Object A vanishes, dummy Object B and disturb it, to launch it. 7. Pick up Object B. You will immediately end up holding a ghost-mergeable duplicate. 8. Repeat ad infinitum from Step 2. (Honestly, I'm not sure if Instant Respawn is even needed... I tested it hours ago, and can't quite recall whether or not I had the object on Instant Respawn... I do know that whatever it was on from the start, I never changed that... I never activated or deactivated Instant Respawn during the process or its repetition.)