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    Call of GePluginMessage crashes in python

    Scheduled Pinned Locked Moved Bugs
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 13/12/2012 at 05:03, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R14.025 
      Platform:   Windows  ;   
      Language(s) :

      ---------
      Just enter c4d.GePluginMessage(1, None) into the console and CINEMA will crash

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 13/12/2012 at 05:37, xxxxxxxx wrote:

        i cannot reproduce this, neither on console nor on plugin level. sending a nonexisting plugin id 
        doesn't seem to be a good idea., but it doesn't crash c4d for me.

        cosnole output (1000001 is a dummy plugin for testing)

        [OK] c4d.GePluginMessage(1000001, None)
        False
        [FAIL] Pos 1 : [OK] c4d.GePluginMessage(1, None)
        
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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 13/12/2012 at 05:48, xxxxxxxx wrote:

          Hey thx for the reply. 1000001 seems to work but just passing 1 crashes on my maschine. I think that's enough of information to continue working 😉 Thanks again!

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 13/12/2012 at 06:08, xxxxxxxx wrote:

            hm passing this c4d.GePluginMessage(1000001, "") crashes again 🙂

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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 13/12/2012 at 06:14, xxxxxxxx wrote:

              just to be clear, 1000001 is the ID of an plugin I have ** ** installed for testing purposes, so
              if you do not have a plugin with that ID (which is one of the free tesing IDs) it basicly doesn't 
              matter if you pass 1000001, 42 or 0. If the passed ID doesn't exist things might get messy
              when C4D tries to call the nonexisting or existing (but not of unknown type) plugin asigned 
              to that ID.

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 13/12/2012 at 06:34, xxxxxxxx wrote:

                This is not the id of the plugin but of the message itself. The docs say that the message is sent to all plugin modules. So every plugin which implements PluginMessage() can react on the message with the given id.

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                • H Offline
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 13/12/2012 at 06:39, xxxxxxxx wrote:

                  whoops, my fault 🙂

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                  • H Offline
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 15/12/2012 at 18:43, xxxxxxxx wrote:

                    Hi, I can confirm that passing an object for the second parameter might crash on some systems.
                    If it does on your system please remove the optional argument for GePluginMessage(yourID). Will be fixed.

                    It depends on what you are trying to achieve but c4d.SendCoreMessage or c4d.SpecialEventAdd might be an alternative.

                    Cheers, Seb

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                    • H Offline
                      Helper
                      last edited by

                      On 11/03/2013 at 07:16, xxxxxxxx wrote:

                      Hi Seb,

                      any news on this? I could really use PluginMessages to communicate with my tags...

                      Alternatively, is there any way to get to the plugin class instance from a BaseTag object, so as to call functions directly?

                      Michael

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