How does the skull work in the first place?
Is it a script?
How does the skull work in the first place?
Is it a script?
Yes, it is a script.
Unless your custom map had the skull script, it would not work.
Want to get rid of your weapon on your map?
well, when the editor is released, (You can wait all you want to release it Korn) We should be able to disable the hud (like in ce, open the biped tag, and clear the hud mentioned in guerilla.
is there realtime tag updating at all? i havent messed with H2EK or anything, and it always annoyed me in BLAM 1.
Not that I know of, however, My tags are saying in Sapian:
"TagName" is not a vaild tag
So I cant really say anything about tag updating.![]()
Instead of the oddball glitch you can also clear the item collection(s) in the player start equipment, then u'll spawn without weapons but it doesn't remove the hud.
The blind skull weapon is just an oddball with a different filename afaik. What makes it special is a script on Outskirts that waits until you're holding it (and standing at its spawn zone to make sure you don't have the IWHBYD skull) and uses the command... *checks* ice_cream_flavor_stock and a number which tells it what skull effect it should activate (every effect obviously has its own number).
If you wanted to get the effect into a multiplayer map, it'd be pointless to copy over the head_sp.weapon file, as it's the same as an oddball afaik. All you'd need to do is set up a script to activate when you grabbed it. Heck, you could just make the script activate as soon as the level starts, be a lot easier. But... skull effects don't effect multiplayer mode at all, so you wouldn't lose your HUD unless you switched to a campaign level, and, even if it did work in multiplayer, scripts only run for host, so everyone else except the connection host would still have their HUD.
Without quite a few code changes, you can't use the skulls in MP
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks