Quote Originally Posted by Sinow View Post
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.
Misleading to who, yourself? It is pure laziness to not try and create a compact way of doing something, you should not be wasting "resources" like that. If you have scripts that detect which skulls are active or not...you can just check the globals like I described, and add onto that idea for as many skulls as you want to add. I fail to see how the way I described of doing it is bad.