• Unpooled message name, although it is pooled.
    3 replies, posted
I keep getting the Unpooled message error. But on serverside, I have declared it. Serverside: [CODE] AddCSLuaFile( "../client/jhinv.lua" ) util.AddNetworkString( "InvSave" ) whitelist = {"door"} function chatCommand(ply, text, public) if (string.sub(text, 1, 6) == "/trade") then print('Attempting to trade') return(false) end end hook.Add("PlayerSay", "chatCommand", chatCommand) function InvSave( ) { ent = net.ReadEntity() for k,v in pairs(whitelist) do if string.find(string.lower(trace.Entity.weaponclass), v) then print("This can be put in your inventory") return end end print(trace.Entity.weaponclass) } net.Receive( "InvSave", InvSave ) [/CODE] Clientside: [CODE] whitelist = {"door"} local function KeyPress() if input.IsKeyDown(KEY_LALT) and input.IsKeyDown(KEY_E) then --self.Weapon:SetNextPrimaryFire(CurTime() + 0.2) trace = LocalPlayer():GetEyeTrace() if not IsValid(trace.Entity) or (SERVER and trace.Entity:IsPlayerHolding()) then return end if LocalPlayer():EyePos():Distance(trace.HitPos) > 150 then return end net.Start( "InvSave" ) net.SendToServer() end end hook.Add("Think", "KeyPress", KeyPress) [/CODE] [B]Edit: [/B]Thanks for the correction. I really failed there..
why are you using {'s in the function InvSave that is not valid lua syntax and you are not even ending the function.
Wow. That sux. :P Why does Lua have to be like that. Solved it.
[QUOTE=jonasrh;42583690]Wow. That sux. :P Why does Lua have to be like that. Solved it.[/QUOTE] There isn't a programming language on earth that doesn't require you to end your functions in some way, pal.
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