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 Execute multiple events in one script

Kapser

Member
One of the few things GML doesn't have over other languages is the ability to write multiple events in one script, which would make it so much easier to write modulable scripts.

Example : I am writing a playerAttack script, which includes the create event, step event, a animation end, an alarm, etc.
If i had dozens of those script, it would be much easier to have all their codes grouped together, and if I wanted to edit that particular feature, i wouldn't have to navigate through multiple place, or in my case generally ending up making a scrPlayerAttackStep, scrPlayerAttackCreate, etc..
I don't know how it would work for the order of execution but I am guessing it is nothing impossible to do.

Thanks!
 

YellowAfterlife

ᴏɴʟɪɴᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ
Forum Staff
Moderator
A common pattern would be to have the script take what it's supposed to do (initialize, update, draw, etc.) as an argument. Other option is to use event_type+event_number to detect the event that a script is called from and decided accordingly.

Ability to define multiple functions per script is on the considerations list (if the stars align, could land late this year together with "GML improvements") https://help.yoyogames.com/hc/en-us/articles/360022211472
 
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