That’s not an error message that I’ve seen before. Is this on the beta or something?
Viewing post in Error: gml_compile_init not set before reading it.
Upon closer inspection it would appear like the recent beta has accidentally destroyed ability to get script name from a numeric ID, which GMLive relies on to make project scripts callable. So this will no longer work:
for (var k = 100_000; k < 200_000; k++) {
if (!script_exists(k)) break;
var name = script_get_name(k);
show_debug_message(name);
}
and the line from your error now has to be:
try { var l_name=script_get_name(l_scr); } catch (_) break;
The workarounds for this are generally insane (such as assigning an asset tag to every single script in the project and changing live_bits_gmlive_indexer_add_scripts
to get scripts using tag_get_asset_ids
) so I can only suggest switching to an older beta runtime that doesn’t have this change.