Glitches

Hunt Down The Freeman is a notoriously glitchy game ranging from minor flubs to full-on game-breaking prowess; a list of them and how to do them are down below:

Key

 * (m) = works in m3sa build
 * (c) = works in current build
 * (?) = hasn't been tested in that build

= Glitches: =

Holster timer glitch (1) (m) (c?):

 * When you holster a weapon, a time is set for the holster animation to finish and once that time is up the parkour is fully equipped. But if you switch to another weapon while the holster animation is playing it will switch weapons and once the invisible holster timer is up your weapon will just vanish.

Zoom in glitch (1.1) (m) (c?):

 * Using the holster timer glitch, start the timer on a weapon like the m16 then swap to a weapon with a zoom scope (I’m using an awp for this example). Then quickly switch to the AWP and start scoping in, if done right your fov will now be 60. You can fix this by holding the weapon you used to do the glitch with again.

Wrong warping (2) (c) (m):

 * If you are in the grab state while in parkour and the level transitions, your coordinates will be saved from the previous level and transferred over fully once you do the pull up animation.

Wrong warping no pull (2.1) (c) (m):

 * Do (2) but while the level transition is happening, do the side pull animation. This will make your position the coordinates without having to pull yourself up.

Super wrong warping (2.2) (c) (m):

 * Its similar to how you wrong warp but instead of just being in the grab state when the level transitions you have to frame perfectly time it so that the pull up animation end at the exact same time as the level transition. To start calculating the super wrong warp you have to flip the coordinates of the void box so something like -1234, -402, 308 would become 1234, 402, -308. This is the formula for the super wrong warp: (the coordinates of where the parkour animation would have ended) + (flipped void box coordinates) + (the coordinates the next level starts you at) = (the super wrong warp coordinates). It isn’t tested what the effects are if you do the super wrong warp on a level that transitions normally without the void box.

Quantum crouch (3) (c) (m):

 * Once you are fully crouched, let go of the crouch button then try to press it again right before the un crouching animation is finished and continue to hold the crouch button. If done right, you will look like your standing up while you’re holding the crouch button and move at the same speed as crouching.

Quantum crouch parkour (3.1) (c) (m):

 * Using (3) you are able to stick your head oobs and use the parkour to grab onto walls and roofs that would normally not be possible. First you have to be at a surface you can grab oobs, then do (3) and be high enough so that when you jump your head is oobs. Then jump and when your head is as far oobs as possible; let go of crouch and hold space. This will cause you to grab onto the wall or roof oobs but you will die quickly after in most cases if (5) is not used with this.

Flare be gone (4) (c) (m):

 * When you use a flair it’s instantly removed from your ammo, but it still takes 2 seconds to throw. So, if you switch weapons in that time it just deletes the flare.

Lower player hitbox (5) (c) (m):

 * While grabbing onto a wall using the parkour if you prone your hitbox will be lowered. This is very useful in combination with (3.1) as you would normally die if your head hitbox is detected in a roof. To not die while using (3.1) you have to press the prone button while the grabbing animation is playing.

Can’t equip parkour (6) (c) (m):

 * While the holster animation is playing and you either save / load or go through a level transition, It will cause the parkour to break and you will no longer be able to use it as trying to equip the parkour in this state will cause nothing to happen.

Scoped weapons crash (7) (c) (m):

 * While holding a weapon with a glass scope (m16, mp5, awp and kar98) and also holding a prop; saving / loading will cause a crash.

Prone extreme distance (8) (c) (m):

 * Activate either the prone or un prone animation while the level transitions. It will cause your view to either go far into the negatives if you prone or far into the positives if you un prone. Your view will slowly go back to normal.

Binoculars freeze (9) (c) (m):

 * Hold the binoculars and hold the zoom key, then save / load and while the game is loading let go of the zoom key. Now the zoom and binoculars filter should be stuck, and your view models are now upside down.

Parkour zip view (10) (c?) (m):

 * Be in the parkour grab state, then crouch to get out of that state but while it’s doing an animation where your being pushed away from the wall swap to another weapon. Now if you holster your weapon your pov will warp back to where you exited the grab state and will quickly be fixed as you pov is set back to normal.

KAR98 sniper reload bug (11) (c) (m) (needs confirmation):

 * I swear this happens sometimes where it will reload an extra bullet when it doesn’t need to.

Instant reloading (12) (c?) (m):

 * When you run out of ammo in a clip, start the reload and holster and un holster your weapon. Its clip will now be full and it’s a lot faster to reload this way with some weapons.

Infinite Molotov hitbox (13) (c?) (m):

 * Through a Molotov and while its active save / load. Now the Molotov hitbox won’t disappear and will be invisible.

Inventory crash (14) (c) (m?):

 * Save / load and while its loading; hold the inventory button. The game will crash upon it finishing loading the level.

Claymore freeze (15) (c?) (m):

 * If you start placing down a claymore and right before it spawns in you jump; it will cause you to no longer be able to swap weapons. You can fix this by sprinting, and it will place down the claymore.

Claymore crouch stuck (16) (c?) (m):

 * Place down a claymore and while your automatically crouched down and the placing animation is happening; save / load. This will cause you to be in the crouched position until you place down another claymore.

Claymore view model vanish (17) (c?) (m):

 * Hold the claymore, then switch to another weapon and before that weapon can finish it’s equip animation switch back to the claymore. The claymore model and arms will now be invisible.

Parkour ignores invisible walls (18) (c) (m):

 * The parkour system doesn’t check for invisible walls and in some maps it allows you to climb through them by angling yourself so that it pulls you towards the invisible wall and crouching; then just rea just your view and repeat the process.

Parkour tilts vision (19) (c):

 * If your using parkour and are in the grab state, move to the side while leaning in a direction. This will cause your view to be changed to that new tilted view and you can stack tilts.

Obtaining the HL2 SMG (20) (c) (m):

 * On any map that has the HL2 SMG on the ground, get close to it but not too close to auto pick it up, then pick it up manually with the use key. You will now have the HL2 SMG and can mess around with it.

Soft lock with parkour (21) (c) (m?):

 * Certain props with certain heights can cause you to freeze in place when trying to wall climb on them (the lockers on the ship in act 3 for example). This will cause a soft lock and will require you to load a previous save to fix.

Getting stuck with parkour (22) (m):

 * Due to the changes in the m3sa build to stop you from getting stuck; you can now get stuck a lot more easily. Now when you exit the parkour using crouch your pushed back in the opposite direction you were facing. If you’re in the parkour grab state and there’s a wall next to you, look away from the wall and crouch. This will push you into the wall getting you stuck.

Parkour small climb (23) (c) (m):

 * Go to a wall that is the right height to normally vault over and crouch, then let go of crouch and try parkouring up that wall a frame after you’ve un crouched. Now you will be in the grab state even though the wall is normally too small to cause that to happen.

Parkour ignoring roof (24) (c) (m):

 * If the roof is 5 units in length or smaller then the parkour can grab walls through it (this can be done in multiple spots on a1c1p2).

Parkour floating grab (25) (c) (m):

 * If there is a platform with a flat surface that moves, then you can use parkour and grab onto it. This will cause you to look like your holding onto the air once the platform has moved away from you.

Parkour side climb on air (26) (c) (m):

 * To do this you have to be in the parkour grab state and have empty space to the right. Hold right and once you’re at the farthest you can go tap left while still holding right. It will play the moving to the left animation while in reality the right side has priority, so it teleports you to the right instead. You can do this until your too far away from the wall and can no longer move to the left.

Parkour left side climb on air (26.1) (c) (m):

 * Similar to (26) but this time be on the left side. Now tap right and save / load, while its loading hold left. Once its done loading and the animation finishes you will see that you have moved to the left instead, you can repeat this until you can’t do the moving right animation anymore.

Parkour pipe crash (27) (c) (m):

 * While climbing up a pipe if you save / load and then try to move, the game will crash.

Parkour weapon animation bug (28) (c) (m):

 * For some reason some weapons have a higher animation priority then the parkour arms. First be in the parkour grab state, then hold your inventory button and select the certain weapons with higher animation priority (examples include ak47, ar2 and m16) but you have to have at least one weapon with higher priority and another weapon in the same category to switch between. Now if done right the weapon animation will play and it will have a very high fov for some reason.

Weapon switch delay (29) (c) (m):

 * Some weapons force you to wait for their equip animation to finish before your allowed to switch to another weapon. It is unknown if this is intentional or not. These weapons include the double barrel shotgun, KAR98 and painkillers.

Multicore rendering not working (30) (c) (m):

 * This has more to do with the broken settings then the game. If you set multicore rendering to enabled, apply, go back to general settings, then go to video and graphics again you will see multicore rendering is disabled.

Bugged default controls (31) (c) (m):

 * If you enter the controls in the options it will incorrectly display #HDTF_Options_Defaults near the bottom of the menu.

Flair see through wall (32) (c?) (m):

 * If you throw a flair behind a wall the lighting can still be seen through the wall. This can be fixed if you save / load.

Flair particle breaks (33) (c?) (m):

 * If you save / load with an active flare on the ground the flares lighting will change as some particles don’t reload when they should.

Disappearing pills (34) (c?) (m):

 * Use the painkillers then spam switching between some weapons in the inventory. It will cause those weapons to override the painkillers animation, you won’t be healed, and you will lose a painkiller item.

KAR98 prone bug (35) (c) (m):

 * While in the prone state and moving around with the KAR98 a unique animation plays. But when you fire while in this unique animation it makes the firing sound and it does shoot but the animation will still be the unique one.

Fast power attack knife (36) (c) (m):

 * Hold right click and once the knifes secondary attack has hit, proceed to hold left click until you see the normal knife attack happening, then let go of left click. The normal attack cancels the special attack cooldown and you will be able to do the special attack quickly and repeatedly.

Prone soft lock (37) (c) (m):

 * Get into an area where you can crouch to be under something, but you can’t stand up in that area. Hold crouch and then prone, keep holding crouch and prone again. This will cause your hitbox to be in the standing position but since you can’t stand up without being in the roof you get stuck and soft locked.

Infinite sliding velocity (37.1) (c) (m):

 * After you do (37), throw a grenade close to you to give yourself a boost. Then hold crouch to gain a lot of sliding velocity, you can keep starting and stopping sliding to gain even more velocity, but any sliding velocity seems to be removed once you save / load?

Parkour side move (38) (c):

 * While in the parkour grab state, move to the side and keep holding that direction then when the first side move finishes and the second side move begins; hold crouch for a little bit and now you can move around normally while still moving to the side with the parkour. This will happen until the side move animations ends.