Modify Title & Emblem Through Consol?

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Modify Title & Emblem Through Consol?
If I'm not mistaken, there is a consol command, or a thread you can use in a GSC, to change your TITLE/Emblem to an emblem of your choice.

If anyone can confirm this is possible, or not possible, let me know, thanks! ^.^
Quote Originally Posted by Q@BA$%fawe View Post
If I'm not mistaken, there is a consol command, or a thread you can use in a GSC, to change your TITLE/Emblem to an emblem of your choice.

If anyone can confirm this is possible, or not possible, let me know, thanks! ^.^
There's a .gsc called _playercards.gsc which has that function...
Here's a part of it

Code:
onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		//@note: Should we make sure they're really unlocked before setting them? Catch cheaters...
		//			e.g. isItemUnlocked( iconHandle )

		iconHandle = player maps\mp\gametypes\_persistence::statGet( "cardIcon" );				
		player SetCardIcon( iconHandle );
		
		titleHandle = player maps\mp\gametypes\_persistence::statGet( "cardTitle" );
		player SetCardTitle( titleHandle );
		
		nameplateHandle = player maps\mp\gametypes\_persistence::statGet( "cardNameplate" );
		player SetCardNameplate( nameplateHandle );
	}
}
So the "code" would be:

Code:
player SetCardTitle( title );
player SetCardIcon( emblem );
player SetCardNameplate( nameplateHandle ); //This should be the text in the title I guess :p
Erm Thanks?
Quote Originally Posted by EpicPlayer View Post
There's a .gsc called _playercards.gsc which has that function...
Here's a part of it

Code:
onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		//@note: Should we make sure they're really unlocked before setting them? Catch cheaters...
		//			e.g. isItemUnlocked( iconHandle )

		iconHandle = player maps\mp\gametypes\_persistence::statGet( "cardIcon" );				
		player SetCardIcon( iconHandle );
		
		titleHandle = player maps\mp\gametypes\_persistence::statGet( "cardTitle" );
		player SetCardTitle( titleHandle );
		
		nameplateHandle = player maps\mp\gametypes\_persistence::statGet( "cardNameplate" );
		player SetCardNameplate( nameplateHandle );
	}
}
So the "code" would be:

Code:
player SetCardTitle( title );
player SetCardIcon( emblem );
player SetCardNameplate( nameplateHandle ); //This should be the text in the title I guess :p
Well, that helps, but wouldn't that show up in-game such as AZZUMIKKEL'S Killstreaks? I'm looking for a change without actually leaving a game. Such as when you join, it instantly sets that. I'd appreciate a reply, thanks.
Quote Originally Posted by Q@BA$%fawe View Post
Well, that helps, but wouldn't that show up in-game such as AZZUMIKKEL'S Killstreaks? I'm looking for a change without actually leaving a game. Such as when you join, it instantly sets that. I'd appreciate a reply, thanks.
Ehrm, lemme show you how you work with it lol

(Let's take _rank.gsc's onplayerconnect as a example)

Notice the coloured parts:


Code:
onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		/#
		if ( getDvarInt( "scr_forceSequence" ) )
			player setPlayerData( "experience", 145499 );
		#/
		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
		if ( player.pers["rankxp"] < 0 ) // paranoid defensive
			player.pers["rankxp"] = 0;
		
		rankId = player getRankForXp( player getRankXP() );
		player.pers[ "rank" ] = rankId;
		player.pers[ "participation" ] = 0;

		player.xpUpdateTotal = 0;
		player.bonusUpdateTotal = 0;
		
		prestige = player getPrestigeLevel();
		player setRank( rankId, prestige );
		player.pers["prestige"] = prestige;

		player.postGamePromotion = false;
		if ( !isDefined( player.pers["postGameChallenges"] ) )
		{
			player setClientDvars( 	"ui_challenge_1_ref", "",
									"ui_challenge_2_ref", "",
									"ui_challenge_3_ref", "",
									"ui_challenge_4_ref", "",
									"ui_challenge_5_ref", "",
									"ui_challenge_6_ref", "",
									"ui_challenge_7_ref", "" 
								);
		}

		player setClientDvar( 	"ui_promotion", 0 );
		
		if ( !isDefined( player.pers["summary"] ) )
		{
			player.pers["summary"] = [];
			player.pers["summary"]["xp"] = 0;
			player.pers["summary"]["score"] = 0;
			player.pers["summary"]["challenge"] = 0;
			player.pers["summary"]["match"] = 0;
			player.pers["summary"]["misc"] = 0;

			// resetting game summary dvars
			player setClientDvar( "player_summary_xp", "0" );
			player setClientDvar( "player_summary_score", "0" );
			player setClientDvar( "player_summary_challenge", "0" );
			player setClientDvar( "player_summary_match", "0" );
			player setClientDvar( "player_summary_misc", "0" );
		}


		// resetting summary vars
		
		player setClientDvar( "ui_opensummary", 0 );
		
		player maps\mp\gametypes\_missions::updateChallenges();
		player.explosiveKills[0] = 0;
		player.xpGains = [];
		
		player.hud_scorePopup = newClientHudElem( player );
		player.hud_scorePopup.horzAlign = "center";
		player.hud_scorePopup.vertAlign = "middle";
		player.hud_scorePopup.alignX = "center";
		player.hud_scorePopup.alignY = "middle";
 		player.hud_scorePopup.x = 0;
 		if ( level.splitScreen )
			player.hud_scorePopup.y = -40;
		else
			player.hud_scorePopup.y = -60;
		player.hud_scorePopup.font = "hudbig";
		player.hud_scorePopup.fontscale = 0.75;
		player.hud_scorePopup.archived = false;
		player.hud_scorePopup.color = (0.5,0.5,0.5);
		player.hud_scorePopup.sort = 10000;
		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
		
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread onJoinedSpectators();

player SetCardTitle("cardtitle_dragon_kick");
player SetCardIcon("cardicon_chicken");

	}
}
Oh and maybe it's possible to turn this into a setplayerdata (Typing into the console) code, i'll take a look at that later.
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