What's wrong with the entity ?
So i have a small problem with an entity. I don't understant why it gives me invalid entity...
Run time error 10: native error (native "set_pev")
Think_Boss (line 553)
I highlighted the line, it's the last set_pev.
I've checked the other "cases", all of them are working but the last one.
Code:
public Think_Boss(Ent)
{
if (pev(Ent, pev_deadflag) == DEAD_DYING)
return
static bool:one
switch ( Ability ) {
case IDLE: {
Ability = WALK
set_task(10.0, "RandomAbility", 1337, _, _, "b")
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
return
}
case WALK: {
static Float:Origin[3], Float:Origin2[3], Float:Vector[3], Float:Angle[3]
if (!is_user_alive(g_BossTarget)) {
g_BossTarget = GetRandomAlive(random_num(1, GetAliveCount()))
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
return
}
if (one) {
set_pev(Ent, pev_movetype, MOVETYPE_PUSHSTEP)
Anim(Ent, 3)
one = false
}
pev(Ent, pev_origin, Origin)
pev(g_BossTarget, pev_origin, Origin2)
xs_vec_sub(Origin2, Origin, Vector)
vector_to_angle(Vector, Angle)
new Float:num = floatsqroot(float(boss_speed)*float(boss_speed) / (Vector[0]*Vector[0] + Vector[1]*Vector[1] + Vector[2]*Vector[2]))
Vector[0] *= num
Vector[1] *= num
Vector[2] ? (Vector[2] = 0.0) : (Vector[2] *= num)
set_pev(Ent, pev_velocity, Vector)
Angle[0] = 0.0
Angle[2] = 0.0
set_pev(Ent, pev_angles, Angle)
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
return
}
case ATTACK: {
static num
switch (num) {
case 0: {
Anim(Ent, 6)
num++
set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
return
}
case 1: {
static Float:OriginA[3], Float:OriginA2[3], Float:LenA, Float:Vector[3], Float:Velocity[3]
pev(g_Alien, pev_origin, OriginA)
pev(VictimID, pev_origin, OriginA2)
xs_vec_sub(OriginA2, OriginA, Velocity)
xs_vec_sub(OriginA, OriginA2, Vector)
LenA = xs_vec_len(Vector)
if (LenA <= 170) {
xs_vec_normalize(Velocity, Velocity)
Velocity[2] = 0.5
xs_vec_mul_scalar(Velocity, 1000.0, Velocity)
ExecuteHamB(Ham_TakeDamage, VictimID, 0, VictimID, float(dmg_attack), DMG_BULLET)
ScreenFade(VictimID, 3, {255, 0, 0}, 120)
ScreenShake(VictimID)
set_pev(VictimID, pev_velocity, Velocity)
}
}
}
num = 0
one = true
Ability = WALK
set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
}
case MS: {
static num, Float:Origin[3], Float:Origin2[3], Float:Vector[3], Float:Angle[3]
switch ( num ) {
case 0: {
new MS_Attack = GetRandomAlive(random_num(1, GetAliveCount()))
pev(MS_Attack, pev_origin, Origin)
pev(Ent, pev_origin, Origin2)
xs_vec_sub(Origin, Origin2, Vector)
vector_to_angle(Vector, Angle)
xs_vec_normalize(Vector, Vector)
xs_vec_mul_scalar(Vector, 2000.0, Vector)
Angle[0] = 0.0
Angle[2] = 0.0
Vector[2] = 0.0
set_pev(Ent, pev_angles, Angle)
set_pev(Ent, pev_movetype, MOVETYPE_NONE)
Anim(Ent, 7)
set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
num++
return
}
case 1: {
set_pev(Ent, pev_movetype, MOVETYPE_FLY)
set_pev(Ent, pev_velocity, Vector)
set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
num++
return
}
}
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
num = 0
Ability = WALK
one = true
return
}
case SW: {
static num, FluxSpr, Float:Origin[3], sw_random
switch ( num ) {
case 0: {
sw_random = random(3)
Anim(Ent, 2)
FluxSpr = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
pev(Ent, pev_origin, Origin)
Origin[2] += 70
engfunc(EngFunc_SetOrigin, FluxSpr, Origin)
engfunc(EngFunc_SetModel, FluxSpr, Resource[5])
set_pev(FluxSpr, pev_solid, SOLID_NOT)
set_pev(FluxSpr, pev_movetype, MOVETYPE_NOCLIP)
switch(sw_random) {
case 0: {
set_rendering(FluxSpr, kRenderFxFadeSlow, 255, 0, 0, kRenderTransAdd, 255)
set_rendering(Ent, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 30)
}
case 1: {
set_rendering(FluxSpr, kRenderFxFadeSlow, 255, 255, 0, kRenderTransAdd, 255)
set_rendering(Ent, kRenderFxGlowShell, 255, 255, 0, kRenderNormal, 30)
}
case 2: {
set_rendering(FluxSpr, kRenderFxFadeSlow, 0, 0, 255, kRenderTransAdd, 255)
set_rendering(Ent, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 30)
}
}
set_pev(FluxSpr, pev_framerate, 5.0)
dllfunc(DLLFunc_Spawn, FluxSpr)
set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
num++
return
}
case 1..10: {
for(new id = 1; id <= get_maxplayers(); id++) {
if (!is_user_alive(id))
continue
static Float:OriginSW[3], Float:OriginSW2[3], Float:Vector[3]
pev(Ent, pev_origin, OriginSW)
pev(id, pev_origin, OriginSW2)
xs_vec_sub(OriginSW, OriginSW2, Vector)
xs_vec_normalize(Vector, Vector)
xs_vec_mul_scalar(Vector, 800.0, Vector)
set_pev(id, pev_velocity, Vector)
set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
num++
return
}
}
case 11: {
engfunc(EngFunc_RemoveEntity, FluxSpr)
Anim(Ent, 5)
set_pev(Ent, pev_nextthink, get_gametime() + 2.2)
num++
return
}
case 12: {
static Float:Orig[3]
pev(Ent, pev_origin, Orig)
set_rendering(Ent)
switch (sw_random) {
case 0: ShockWave(Orig, 5, 35, 1000.0, {255, 0, 0}) // 450
case 1: ShockWave(Orig, 5, 35, 1000.0, {255, 255, 0})
case 2: ShockWave(Orig, 5, 35, 1000.0, {0, 0, 255})
}
for(new id = 1; id <= get_maxplayers(); id++) {
if (!is_user_alive(id))
continue
if (pev(id, pev_flags) & FL_ONGROUND) {
static Float:gOrigin[3], Float:Vec[3], Float:Len
pev(id, pev_origin, gOrigin)
xs_vec_sub(Orig, gOrigin, Vec)
Len = xs_vec_len(Vec)
if (Len <= 450.0) {
switch (sw_random) {
case 0: user_kill(id)
case 1: {
ScreenFade(id, 5, {255, 0, 0}, 120)
ExecuteHamB(Ham_TakeDamage, id, 0, id, float(dmg_sw), DMG_SONIC)
ScreenShake(id)
}
case 2: {
client_cmd(id, "drop")
ScreenShake(id)
}
}
}
}
}
Ability = WALK
one = true
num = 0
set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
return
}
}
}
}
}
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