These specifically return local state without network latency and can be used to locally display information/action previews.
Some examples:
You don't have to use these in majority of cases.
NTT's networking uses deterministic lockstep model. This has a few implications:
This page covers some things to be aware of.
These specifically return local state without network latency and can be used to locally display information/action previews.
Some examples:
You don't have to use these in majority of cases.
Instance IDs will not match between players, but you can still use these to tell that instance A has been created before instance B (because it has a lower ID).
GameMaker re-uses IDs for data structures, surfaces, and so on.
You should not rely on these being the same or appearing in any particular order relative to each other - only that if ID A is not the same as ID B, they're different things.
Same as above, but you are incredibly unlikely to see an address line up on two computers.
Sorting same-weight values is deterministic in GM so long as they appear in the same order, though still you should strive to have a secondary criteria if you re-sort an array/grid often to avoid any other potential oddities.