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-   -   message_begin runtime error (https://forums.alliedmods.net/showthread.php?t=143562)

reinert 11-21-2010 13:43

message_begin runtime error
 
PHP Code:

public SpawnEffect(id){
    
//client_cmd(id, "stopsound")
    
client_cmd(id"spk ^"sound/misc/pickpower.wav^"" );
    
    
message_beginMSG_ONE_UNRELIABLEget_user_msgid("g_msgFade"), _, .player=id )
    
write_short(1<<);
    
write_short(FFADE_IN );
    
write_short0x0004 )
    
write_byte79 )
    
write_byte180 )
    
write_byte61 )
    
write_byte255 )
    
message_end( )
    
    
message_begin(MSG_ONEget_user_msgid("g_msgShake"), {0,0,0}, .player=id )
    
write_short(1<<14)
    
write_short(1<<14)
    
write_short(1<<14)
    
message_end()


Quote:

L 11/21/2010 - 19:58:19: Plugin called message_begin with an invalid message id (0).
L 11/21/2010 - 19:58:19: [AMXX] Displaying debug trace (plugin "vip4cs-games.amxx")
L 11/21/2010 - 19:58:19: [AMXX] Run time error 10: native error (native "message_begin")
L 11/21/2010 - 19:58:19: [AMXX] [0] vip4cs-games.sma::SpawnEffect (line 293)
Solutions please ?

drekes 11-21-2010 13:51

Re: message_begin runtime error
 
Get the right msgid like this:

PHP Code:

new g_MsgShake;  // gonna assume that this is screenshake.
 
public plugin_init()
{
    
g_MsgShake get_user_msgid("ScreenShake");
}
 
public 
somefunc(id)
{
    
message_begin(MSG_ONEg_MsgShake), _id);
    
// stuff.



reinert 11-21-2010 14:20

Re: message_begin runtime error
 
Same with g_msgFade ?

drekes 11-22-2010 18:39

Re: message_begin runtime error
 
Yeah, it is like this every time you cache a msgid in a variable.


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