arguements

  1. flyinian

    How to deal with lots of true/false arguments

    Example: I have a job in my game and lets say it requires over 1000 requirements. In order for the player to apply for this job, they must meet or exceed all of the requirements. How should I go about doing this? The below code is how I would be doing it. if (requirement1 >= 1 && requiremnt2...
  2. HayManMarc

    [SOLVED] Function works; x position variable off.

    Hello, it's me again. I tried to put this code in a script so I could make my own 'region' ( and make that region easier to define), but it doesn't produce the effect I know it's making contact because other code works (for example, reduced hit points). No errors, but no particle effect...
  3. Zhanghua

    GML How to pass arguments when create instance

    As the title said, How to pass arguments when create instance. I realize that by changing the argument after object-creating, and trigger the intial method in first step. But I want to realize this much more gracefully.... Is there any way to gotcha? Thanks a lot!
  4. E

    GML What's argument_relative?

    I was editing one of my scripts when I noticed in the autocomplete that there is a variable named "argument_relative". I can't seem to find any info on it in the documentation. What does "argument_relative" do?
  5. WinuX

    GML Put argument in variable

    Hello everyone I have a little question regarding the use of scripts and arguments. When you have a script that uses arguments you most likely know these 2 ways. Here an example: So my question is: which is the better(faster) one? Or does it even make a difference? Thanks for coming answers :D
  6. Fixer90

    Variable Add-on Arguments

    So let's say in the create event for some random object I've got these variables: global.example_variable_a = false; global.example_variable_b = false; And in the step event I've got this: if(global.example_variable_a == true) { instance_create(0, 0, example_object); }...
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