Like this, you can add it in the end of GMLive’s create event or anywhere else that executes after live_init
live_code_updated = function(_name, _display_name) {
if (_name == "enemies_struct") enemies_struct();
}
sorry to keep bothering you, but I just cant get it to work. i have:
live_code_updated = function(_name, _display_name) { show_debug_message("Reloaded " + _display_name + "(" + _name + ")"); if (_name == "enemies_struct") enemies_struct(); }
in the GMLive create event, and then :
live_code_updated("enemies_struct", "enemies stuct");
in the step event. I get "Reloaded enemies stuct(enemies_struct)" in the output, but when i change a value in the array it doesn't affect the game.
just for reference, this is what my function looks like, it's a struct complied of arrays:
I've already tried that:
but I just end up getting the error message:
___________________________________________
############################################################################################
ERROR in action number 1
of Create Event for object <undefined>:
global variable name 'live_request_guid' index (104394) not set before reading it.
at gml_Script_live_call (line 12300) - if(live_request_guid==undefined){
############################################################################################
gml_Script_live_call (line 12300)
gml_Script_enemies_struct (line 165) - if (live_call()) return live_result;
gml_GlobalScript_GameData (line 356) - enemies_struct()
🤔
Ah, I suppose your script runs before GMLive’s initialization? You could make it
if (!live_enabled) enemies_struct();
in the script and add
if (live_enabled) enemies_struct();
to the end of obj_gmlive’s Create.
Or rename the “GMLive” script to “__GMLive” so that it runs before the rest. Kind of silly but that’s the world we live in starting with last year’s updates.