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General
Ricochet "PlayerIsElite"?

6 posts in this topic

Whats up with this trigger in Ricochet?

    <Triggers>      <Trigger execMode="OnEachPlayer" name="Trigger0">        <Elements>          <E type="Action" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" name="Trigger0_Subroutine1">                <Elements>                  <E type="Condition" name="PlayerIsElite">                    <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                  </E>                  <E type="Action" name="SetLoadoutPalette">                    <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param type="LoadoutPaletteReference">2</Param>                  </E>                </Elements>              </T>            </Param>          </E>          <E type="Action" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" name="Trigger0_Subroutine2">                <Elements>                  <E type="Condition" name="PlayerIsElite" invert="True">                    <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                  </E>                  <E type="Action" name="SetLoadoutPalette">                    <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param type="LoadoutPaletteReference">1</Param>                  </E>                </Elements>              </T>            </Param>          </E>        </Elements>      </Trigger>

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I would guess it was accidentally left from a port of something from Reach, as this was seen in a few Reach gametypes.

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It's part of the boilerplate code that's probably automatically included in their gametype creation tool.

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It's part of the boilerplate code that's probably automatically included in their gametype creation tool.

 

yeah apparently it dictates the loadout assigning but its weird that it references to elites when it can just be set to player or team... strange

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It was more useful during the Reach beta with the Spartan vs Elite gametypes. They also used it so they could share the same code base for stuff like Elite Slayer. Useless in Halo 4 obviously.

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It was implemented so that you could set loadouts separately based on Biped. It was done for UI purposes to get Invasion loadouts to work.

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