This is a job for big brains, mine is smooth so that is why me is ask for the big helps.
Heres the walkthrough
I get a script name and arguments for that script like so
The first set of brackets hold the script name in a string that is converted to the...
Hello, YoYo community
i am brand new to the community and at the moment i am having an issue with a line of code from my custom script called addItem as it stands the syntax error i keep getting is
Obj_PickUp Collision Event With Obj_Test_Plyr at line 4, 95 : number of arguments for function...
Hello Everybody, I have met the problem while trying to remake some of my functions in GMS 2.3 . I had 6 different scripts for converting coordinates to isometric like in Shaun Spalding's tutorial. Then I decided to use new feature of GMS 2.3 and collect functions from those 6 scripts into 1...
Hello Everybody! Im new to Gamemaker 2 so and programming at all so i dont know if there was a way to pass 2 arguments in function with ONE data structure(of any type). I mean imagine for example that you have to create an object with fixed X and Y coordinates that are always same, but is there...
For some reason when I use arguments with  in this GML script, I get a an error message saying "Script: scr_check_proper_keywords at line 1 : no references to argument 0 but references arguments 1,2,3,4,5,6,7,8"
However, when I use argument0 (the built-in constant) it works.
Here is my...
[GameMaker Studio 2 version 22.214.171.1246] I have made a script that uses optional arguments and it keeps giving me an error,
Four arguments are supposed to be required, and two more optional. This is really baffling me because I have made other scripts with optional arguments that work perfectly...
I am mostly aware of how GML's script system works — with arguments and whatnot. However, I am curious as to if there is a way to make a script with no limit to arguments, similar to some built-in functions in GML (ex. ds_list_add). Is this possible?
I am trying to create a system in which there are multiple scripts and an object that, when the object comes in contact with the player, a menu appears.
I want the scripts arguments to be things like the number of things in the menu, the strings to be displayed, the font, etc. but I don't even...
I have been over the manual sections about scripts and passing arrays to scripts. Maybe I missed something, but I'm making this posting not because I'm having trouble finding a solution I already know of several work arounds. I'm making this posting, because I want to finally figure out how to...
I currently try to create an easy to use RPG Framework for GMS2.
For that I would like to make some scripts that I would be compatible with the Drag & Drop System so that beginners could also use it even if I am a programmer and would not use it myself...
I noticed that calling GML/DND...
Is there a way to get the number of arguments a script expects without entering it and using argument_count?
I'm working on a stack machine (mainly to execute scripts through different game steps without using alarms) and getting that information would help with handling the scripts arguments...
How would I obtain values in a 1D Array provided to the script through an argument?
Or, would I assign argument to a variable before reading the information in that array?
var arrayArg = argument;
I am working on some scripts for terrain generation, and I have some functions which include arguments for a random chance of one instance changing into another instance. For example: "jen_change_change(obj_dirt, obj_sand, 50)" would turn 50% (about) of the dirt into sand.
I was considering the...
is it possible to use a various amount of arguments in a customly created script, like it is now in the instance_destroy(); function?
i have a script i want to use for various situations but the number of arguments vary. usually when i put more or less arguments it gives an error, but i...
So you know when you use scripts and you might put in "argument0" to pass an argument through when you call the script. Well I tried doing something like this...
example = false;
//Code inside the script...
Like what's written in the title, I have problem the function argument_count,
I do not know how the argument_count function really works, when I put optional args I get this error message:
So I need help to find the error:
I have the script "scr_textbox":
///scr_text(str, speed, x, y...
I am developing a script, and inside that script I am calling draw_sprite_ext(), which has a 9-arguments long parameter list. I need to pass these args into my script when I call it, and I also need to pass in some additional arguments as well. So I am going to need to be able to pass in >16...
does anybody know if its possible to make a function call argument() that can be used with script mandatory arguments?
maybe just a function for both?
parameters could go like..
I have a 2D array that I'm searching using a function. The array:
global.list_rooms_bot_bomp[0,0] = rm_Level4;
global.list_rooms_bot_bomp[0,1] = 1;
global.list_rooms_bot_bomp[1,0] = rm_Level5;
global.list_rooms_bot_bomp[1,1] = 2;
The function takes room and returns the corresponding...
Generally, it's a bunch of suggestions that are supposed to enhance the callback functionality in GM. I don't know how feasible they are given the GML engine, but I think they're still worth mentioning.
Probably the most important of these is script_execute_array(script,array) function, or...