Quote Originally Posted by ShadowSpartan View Post
You don't need a single global for each skull. You could do, for instance, 2 skulls per float. If f0 = 0 then Skull A and Skull B are not active, if f0 = 1 then Skull A is active, if f0 = 2 then Skull B is active, if f0 = 3 then Skull A and Skull B are active. Those 5 globals are more than enough for you to do the skulls.


Of course the values won't be there when you close Halo, but why would you even need them to be?
Not true. If one of those variables means that two skulls are inactive, then that would be misleading; I cross-referenced all skulls, with scripts that detected which skulls, specifically, were on or off.
And also, in Halo 2, the same thing happened; turn off the game and the skull effects would be erased until gotten again.
HOWEVER it would be cool if I could make a new part of the main menu to include skulls; that way you can activate skulls which you've already gotten in the campaign from the very beginning, like in Halo 3.