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About an error : "Plugin called message_begin with an invalid message id (0)".


  
 
 
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epic .
Senior Member
Join Date: Oct 2009
Location: China
Old 05-06-2010 , 09:03   Re: Plugin called message_begin with an invalid message id (0).
Reply With Quote #5

When I used the 1.sma, everything is OK.
But when I use the 2.sma, it shows the error like this :
Code:
05/06/2010 - 20:53:56: Plugin called message_begin with an invalid message id (0).
 [AMXX] Displaying debug trace 
[AMXX] Run time error 10: native error (native "message_begin")
[AMXX]    [0]Create_ScreenShake (line 539)
[AMXX]    [1] Missile_damage (line 359)
[AMXX]    [2] vexd_pfntouch (line 332)
Code:
stock Create_ScreenShake(id, amount, duration, frequency)
{
    message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, {0,0,0}, id) //This is the line of 539
    write_short(amount)           // ammount 
    write_short(duration)   // lasts this long 
    write_short(frequency)   // frequency
    message_end();
}
Code:
public vexd_pfntouch(pToucher, pTouched)
{
    if( !is_valid_ent(pToucher) ) return
    new sz[33]
    entity_get_string(pToucher, EV_SZ_classname, sz, 32)
    if( equal(sz, "savior_missile") )
    {
        new Float:Ori[3], Iori[3]
        entity_get_vector(pToucher, EV_VEC_origin, Ori)
        FVecIVec(Ori, Iori)
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(3)
        write_coord(Iori[0])
        write_coord(Iori[1])
        write_coord(Iori[2])
        write_short(boom)
        write_byte(100)
        write_byte(15)
        write_byte(0)
        message_end();
 
        Missile_damage(pToucher, 200.0, 500.0) //This is the line of 332
        remove_entity(pToucher)
    }
}
 
public Missile_damage(inf, Float:dmg, Float:rad)
{
    new players[32], pnum, Float:rng, Float:cd, Float:ori[3], owner, cdi, killdmg, hurtdmg, takedmg, health, vec[3]
    new sz[33]
    entity_get_string(inf, EV_SZ_classname, sz, 32)
    new team2, team1, ff = get_cvar_num("mp_friendlyfire")
    entity_get_vector(inf, EV_VEC_origin, ori)
    FVecIVec(ori, vec)
    owner = entity_get_edict(inf, EV_ENT_owner)
    team1 = get_user_team(owner)
    get_players(players, pnum, "a")
    for (new i=0; i < pnum; i++)
    {
        team2 = get_user_team(players[i])
        if( team2 == team1 && !ff ) continue
        rng = Float:entity_range(inf, players[i])
        if( rng > rad ) continue
        rng = rad - rng
        cd = dmg / ( rad * rad ) * ( rng * rng )
        cdi = floatround(cd)
        Create_ScreenShake(players[i], (1<<14), (1<<13), (1<<14))// This is the line of 359
    }
}
The difference between 1.sma and 2.sma is : I register_clcmd("+qigong", "cmdUseQigongDown") in the 2.sma, so there is a cmdUseQigongDown(id) and cmdUseQigongUp(id) function in the 2.sma, the rest code is almost the same .

Thanks for any help
Attached Files
File Type: sma Get Plugin or Get Source (1.sma - 605 views - 13.9 KB)
File Type: sma Get Plugin or Get Source (2.sma - 660 views - 15.7 KB)
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Destinies out of my AWP sight in its own way.

Last edited by epic .; 05-06-2010 at 19:40.
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