The skulls behave in memory just like the, for instance, the double speed modifier in HaloCE. They just change a hardcoded value (at least some skulls do)...or?
Yeah sounds good, let's get to it.
Naah, I prefer looking for the skulls the old fashion-way.
Sputnik doesn't make half gravity... it makes all forces stronger. You will not jump higher, but if you punch a box or set off an explosion, it will have more force than usual.
We already know how to do scripting in Halo2, or at least in the xbox version. Do the vista multiplayer maps still have the same unused scripts in them as most of Halo2xbox's maps did? Then scripting should be easy as we wouldn't need to attempt to add in new chunks.
But you can't (directly) use the skull effects in multiplayer - all the skulls are activated by the command ice_cream_flavor_stock followed by a number representing the skull. The command switches the skull effect on for the rest of the game (until you exit Halo2 completely - the skull stays active even if you sign into a different profile). But the skull only effects campaign - if you play in multiplayer it ignores any skull effects - there's no way to get skull effects into multiplayer short of making a trainer that changes the game so it does, or hacking the map file to simulate the skull effects, like by removing the hud or manually increasing the force value on everything.
Last edited by Agent ME; September 30th, 2007 at 05:36 PM.
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