The effect compiler errors are always described in a prompt window. It does never crash. I don't know what could be happening crazy

Here goes a complete and tested example of the very same
Code:
#include <acknex.h>
#include <windows.h>
#include <d3d9.h>

#define skFloatArray     skill20

function evnCamMtl () {
	if (mtl->d3deffect == NULL)
		return 1;
	if (me == NULL)
		return 0;
	if (my->skFloatArray == 0)
		return 0;
	LPD3DXEFFECT _fx = mtl->d3deffect;
	_fx->SetVector("myFloats", (float*)my->skFloatArray);
	return 0;
}

MATERIAL *mtlCam = {
	event = evnCamMtl;
	flags = ENABLE_RENDER;
	effect = "
		const float4x4 matWorldViewProj;
		
		float4 myFloats;
		
		void VS (
			in float4 inPos	: POSITION,
			out float4 outPos	: POSITION) {
				outPos = mul ( inPos, matWorldViewProj );
			}
		
		float4 PS () : COLOR0 {
			return myFloats;
		}
		
		technique tech {
			pass p0 {
				ZWriteEnable = True;
				AlphaBlendEnable = False;
				
				VertexShader = compile vs_3_0 VS();
				PixelShader  = compile ps_3_0 PS();
			}
		}	
	";
}

action actSphere () {
	float *_fV = sys_malloc(sizeof(float) * 4);
	memset(_fV, 0, sizeof(float) * 4);
	my->skFloatArray = (var)_fV;
	my->material = mtlCam;
	while (!key_esc) {
		_fV[0] = random(1);
		_fV[1] = random(1);
		_fV[2] = random(1);
		_fV[3] = random(1);
		wait(1);
	}
	
	sys_free(_fV);
	ent_remove(me);
}


void main () {
	wait(1);
	level_load ("");
	camera->x = -200;
	int _count = 0;
	for (; _count<5; _count+=1)
		ENTITY *_ent = ent_create(SPHERE_MDL, vector(0, _count*50, 0), actSphere);
	
	while (!key_esc) {
		camera->pan = ang(camera->pan - mickey.x * 0.2);
		camera->tilt = clamp(camera->tilt - mickey.y * 0.2, -90, 90);
		wait(1);
	}
	
	wait(1);
	sys_exit(NULL);
}