But how is it possible then that the menu choose the new weapon but I still get the old weapon?
Below here is a part of changeclass.menu, I think it is the part where you are talking about but I don't know what do do with it. Can you help me out?
Code: Select all
/* =================================== default classes ================================= */
// PC widescreen fix
#ifdef PC
#undef CHOICE_X_START
#define CHOICE_X_START -320
#undef CHOICE_HORIZONTAL_ALIGN
#define CHOICE_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_CENTER
#endif
CHOICE_SECTION_TITLE( 1, "@MPUI_DEFAULT_CLASSES" )
CHOICE_BUTTON_FOCUS( 2, "@CLASS_CLASS1", scriptMenuResponse "assault_mp,0"; close self, execnow "set ui_class_offset 200; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ; )
CHOICE_BUTTON_FOCUS( 3, "@CLASS_CLASS2", scriptMenuResponse "specops_mp,0"; close self, execnow "set ui_class_offset 210; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ; )
CHOICE_BUTTON_FOCUS( 4, "@CLASS_CLASS3", scriptMenuResponse "heavygunner_mp,0"; close self, execnow "set ui_class_offset 220; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ; )
CHOICE_BUTTON_FOCUS_VIS_ADV( 5, "@CLASS_CLASS4", scriptMenuResponse "demolitions_mp,0"; close self;, execnow "set ui_class_offset 230; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ;, when( stat( 257 ) >= 1 ), stat( 257 ) >= 1 )
CHOICE_DBUTTON_VIS( 5, "@CLASS_CLASS4", when( stat( 257 ) < 1 ) )
CHOICE_NEWICON_VIS( 5, "specialty_new", when( stat(257) > 1 ) )
//CHOICE_BUTTON_FOCUS( 5, "@CLASS_CLASS4", scriptMenuResponse "demolitions_mp,0"; close self, execnow "set ui_class_offset 230; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ; )
CHOICE_BUTTON_FOCUS_VIS_ADV( 6, "@CLASS_CLASS5", scriptMenuResponse "sniper_mp,0"; close self;, execnow "set ui_class_offset 240; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";, ;, when( stat( 258 ) >= 1 ), stat( 258 ) >= 1 )
CHOICE_DBUTTON_VIS( 6, "@CLASS_CLASS5", when( ( stat( 258 ) < 1 ) ) )
CHOICE_NEWICON_VIS( 6, "specialty_new", when( stat(258) > 1 ) )
//CHOICE_BUTTON_FOCUS( 6, "@CLASS_CLASS5", scriptMenuResponse "sniper_mp,0"; close self, execnow "set ui_class_offset 240; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0", ; )
#define DATA_TABLE_PRIMARY int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+1), 5 ))
#define DATA_TABLE_PRIMARY_ATTACHMENT int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+2), 5 ))
#define DATA_TABLE_SECONDARY int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+3), 5 ))
#define DATA_TABLE_SECONDARY_ATTACHMENT int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+4), 5 ))
#define DATA_TABLE_SPECIALTY_EQUIPMENT int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+5), 5 ))
#define DATA_TABLE_SPECIALTY_WEAPON int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+6), 5 ))
#define DATA_TABLE_SPECIALTY_ABILITY int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+7), 5 ))
#define DATA_TABLE_SPECIAL_GRENADE int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+8), 5 ))
#define DATA_TABLE_CAMO int(tablelookup( "mp/classTable.csv", 1, (dvarInt("ui_class_offset")+9), 5 ))
/* ==================================== custom classes ============================================= */
CHOICE_SECTION_TITLE_VIS( 8, "@MPUI_CUSTOM_CLASSES", when( stat(260) > 0 ); )
CHOICE_BUTTON_FOCUS_VIS( 9, dvarString( customclass1 ), scriptMenuResponse "custom1,0"; close self, setdvar ui_custom_class_highlighted "0"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat(260) > 0 ); )
CHOICE_BUTTON_FOCUS_VIS( 10, dvarString( customclass2 ), scriptMenuResponse "custom2,0"; close self, setdvar ui_custom_class_highlighted "10"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat(210) > 0 ); )
//CHOICE_DBUTTON_VIS( 10, dvarString( customclass2 ), when( stat( 210 ) == 0 && stat(260) > 0 ); )
CHOICE_BUTTON_FOCUS_VIS( 11, dvarString( customclass3 ), scriptMenuResponse "custom3,0"; close self, setdvar ui_custom_class_highlighted "20"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat(220) > 0 ); )
//CHOICE_DBUTTON_VIS( 11, dvarString( customclass3 ), when( stat( 220 ) == 0 && stat(260) > 0 ); )
CHOICE_BUTTON_FOCUS_VIS( 12, dvarString( customclass4 ), scriptMenuResponse "custom4,0"; close self;, setdvar ui_custom_class_highlighted "30"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat(230) > 0 ); )
//CHOICE_DBUTTON_VIS( 12, dvarString( customclass4 ), when( stat( 230 ) == 0 && stat(260) > 0 ); )
CHOICE_BUTTON_FOCUS_VIS( 13, dvarString( customclass5 ), scriptMenuResponse "custom5,0"; close self;, setdvar ui_custom_class_highlighted "40"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat(240) > 0 ); )
//CHOICE_DBUTTON_VIS( 13, dvarString( customclass5 ), when( stat( 240 ) == 0 && stat(260) > 0 ); )
//CHOICE_BUTTON_FOCUS_VIS_ADV( 12, dvarString( customclass4 ), scriptMenuResponse "custom4,0"; close self;, hide loadout_info; show "custom4_loadout"; setdvar ui_custom_class_highlighted "30"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( stat( 257 ) >= 1 ), stat( 257 ) >= 1 )
//CHOICE_DBUTTON_VIS( 12, dvarString( customclass4 ), when( ( stat( 257 ) < 1 ) ) )
//CHOICE_NEWICON_VIS( 12, "specialty_new", when( stat(257) > 1 ) )
//CHOICE_BUTTON_FOCUS_VIS_ADV( 13, dvarString( customclass5 ), scriptMenuResponse "custom5,0"; close self;, hide loadout_info; show "custom5_loadout"; setdvar ui_custom_class_highlighted "40"; exec "set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, when( ( stat( 258 ) >= 1 ) ), ( stat( 258 ) >= 1 ) )
//CHOICE_DBUTTON_VIS( 13, dvarString( customclass5 ), when( ( stat( 258 ) < 1 ) ) )
//CHOICE_NEWICON_VIS( 13, "specialty_new", when( stat(258) > 1 ) )
#define STATS_PRIMARY stat( dvarInt( ui_custom_class_highlighted ) + 201 )
#define STATS_RIMARY_ATTACHMENT stat( dvarInt( ui_custom_class_highlighted ) + 202 )
#define STATS_SECONDARY stat( dvarInt( ui_custom_class_highlighted ) + 203 )
#define STATS_SECONDARY_ATTACHMENT stat( dvarInt( ui_custom_class_highlighted ) + 204 )
#define STATS_SPECIALTY_EQUIPMENT stat( dvarInt( ui_custom_class_highlighted ) + 205 )
#define STATS_SPECIALTY_WEAPON stat( dvarInt( ui_custom_class_highlighted ) + 206 )
#define STATS_SPECIALTY_ABILITY stat( dvarInt( ui_custom_class_highlighted ) + 207 )
#define STATS_SPECIAL_GRENADE stat( dvarInt( ui_custom_class_highlighted ) + 208 )
#define STATS_CAMO stat( dvarInt( ui_custom_class_highlighted ) + 209 )
#include "ui/safearea.menu"
/* ================================================================================= */
/* ================================ LOADOUT DISPLAY ================================ */
/* ================================================================================= */
#define STAT_CAC_PRIMARY int(min( STATS_PRIMARY+dvarInt(ui_multi_s), DATA_TABLE_PRIMARY+dvarInt(ui_multi_dt) ))
#define STAT_CAC_PRIMARY_ATTACHMENT int(min( STATS_RIMARY_ATTACHMENT+dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_ATTACHMENT+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SECONDARY int(min( STATS_SECONDARY+dvarInt(ui_multi_s), DATA_TABLE_SECONDARY+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SECONDARY_ATTACHMENT int(min( STATS_SECONDARY_ATTACHMENT+dvarInt(ui_multi_s), DATA_TABLE_SECONDARY_ATTACHMENT+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY_EQUIPMENT int(min( STATS_SPECIALTY_EQUIPMENT+dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY_EQUIPMENT+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY_WEAPON int(min( STATS_SPECIALTY_WEAPON+dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY_WEAPON+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY_ABILITY int(min( STATS_SPECIALTY_ABILITY+dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY_ABILITY+dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIAL_GRENADE int(min( STATS_SPECIAL_GRENADE+dvarInt(ui_multi_s), DATA_TABLE_SPECIAL_GRENADE+dvarInt(ui_multi_dt) ))
#define STAT_CAC_CAMO int(min( STATS_CAMO+dvarInt(ui_multi_s), DATA_TABLE_CAMO+dvarInt(ui_multi_dt) ))