Basically my game is set up in a way where the player transitions between "rooms" where the boundaries of a room are defined by the bounding box of a room object instance. So the entire game world is inside one GM room resource. When an enemy is killed, it gets sent to its homeX and homeY coordinates (defined in the object creation code as homeX = x, etc.) and it is deactivated, only to be reactivated when you enter that "room" again -- which gives the illusion of predictable spawing depending on which "room" you enter. But say for example I have an enemy that can either move horizontally or vertically upon creation, and I want to set that using the instance creation code in the room editor, things just get a little funky when I deactivate then reactivate that object. I wish I could just put event_perform(ev_create, 0) and something immediately after it like event_perform(ev_instance_create, 0), but that doesn't exist.
Thanks for your help, I'll try to find a way to work around it.