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(-1)

This damn thing is the worst. At least now it partially works, but every time I recompile the game to change something in the Create event, it throws this exact same stupid error:

___________________________________________
############################################################################################
ERROR in
action number 1
of Async Event: HTTP
for object obj_gmlive:

Variable <unknown_object>.set(100500, -2147483648) not set before reading it.
 at gml_Script_gml_program (line 3073) -                             l_mcrMap.set(l_mcrNames[l_i1], l_mcrNodes[l_i1]);
############################################################################################
gml_Script_gml_program (line 3073)
gml_Script_live_update_script_impl (line 10057)
gml_Script_live_async_http_1 (line 8851) -               live_update_script(l_name, l_ident, l_code);
gml_Script_live_async_http (line 8941) -        live_async_http_1(l_map);
gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();


This is usually fixed by commenting out all "live" definitions, then restarting the server and the game, then uncommenting them again, but sometimes it just randomly persists. This thing pops up literally every time and I just end up wasting more time than I did before

My guess is that this is related to the server updating events it shouldn't update (in the log above it often writes "Reloaded oPlayer:Draw_0" even if I disabled reloading for the event and then threws this error)

Sometimes this occurs when I change something in code (it was 1 time), but mostly after recompiling and/or adding new events to live update


Please fix, this is extremely annoying

I tried seeing the code myself, but as it's artificially generated (correct me if I'm wrong, maybe I misunderstood that article), it appears impossible to manually fix anything

Please email me a sample project that causes this. From the code this looks impossible - that variable is assigned 60 lines up in the same function and the dictionary does unconditionally get a "set" function.

Sent! Sorry for the delay(

(1 edit) (+1)

Turns out that this is a GM bug! If you have

self.a_resource_name = value;
var v = self.a_resource_name;

then you get a resource ID back instead of the variable value. If you find-replace "macros" in the GMLive script into something else (or rename the "macros" script), it'll work fine. I'll rename this for the next version since name "macros" is common enough.

Oh, wow! Thanks man, I'd never thought it's related to the "macros" script