Here's a neat little thing I found whilst messing around in Assembly.
In the scenario tag theres a subsection called 'campaign player type' - it can be MasterChief, Dervish, Chief Multiplayer and Elite Multiplayer.
Normally when changed they won't work however they can.
In the globals tag theres a subsection called 'player representation' - there are four options, three will be nulled and one will be filled out depending on the campaign level (Chief or Arbiter)
However, changing the 'campaign player type' changes which 'player representation' is used.
For example, if you change the level 06b_floodzone to 'MasterChief' the level will use whatever you put into the first tab of 'player representation' - you can be a Flood doodad or whatever.
Maybe something can be built upon this like different spawns for Co-Op, having four options or something.
However when playing under a different 'campaign player type' the player seems to have no reload time or melee animation, I don't know what that is about.
Anyway, thought I'd share this. If people need screenshots on what I'm doing because I'm awful at explaining - I will add some.
*edit*
I guess if you change one of the player spawns to be of 'Masterchief' campaign type and the other 'Dervish' you could get different spawns for each player.
*another edit*
Changing the campaign type seems to fix the third person animation of player melee as another character. By this, when the animation hits so does the damage, whereas before the damage hits then the animation activates.
*yet another edit*
Heres a video showcasing the findings, it is also a guide https://youtu.be/sop0CkAH67U
In the scenario tag theres a subsection called 'campaign player type' - it can be MasterChief, Dervish, Chief Multiplayer and Elite Multiplayer.
Normally when changed they won't work however they can.
In the globals tag theres a subsection called 'player representation' - there are four options, three will be nulled and one will be filled out depending on the campaign level (Chief or Arbiter)
However, changing the 'campaign player type' changes which 'player representation' is used.
For example, if you change the level 06b_floodzone to 'MasterChief' the level will use whatever you put into the first tab of 'player representation' - you can be a Flood doodad or whatever.
Maybe something can be built upon this like different spawns for Co-Op, having four options or something.
However when playing under a different 'campaign player type' the player seems to have no reload time or melee animation, I don't know what that is about.
Anyway, thought I'd share this. If people need screenshots on what I'm doing because I'm awful at explaining - I will add some.
*edit*
I guess if you change one of the player spawns to be of 'Masterchief' campaign type and the other 'Dervish' you could get different spawns for each player.
*another edit*
Changing the campaign type seems to fix the third person animation of player melee as another character. By this, when the animation hits so does the damage, whereas before the damage hits then the animation activates.
*yet another edit*
Heres a video showcasing the findings, it is also a guide https://youtu.be/sop0CkAH67U