Usage: gms_instance_sync ( id, flags, "var1", "var2"... )
Syncs the given instance. id is the instance_id (built-in variable: id).
The second argument is used to specify how the instance should be synced.
is_onetime: Instance will be synced once. Use this for instances with a predictable movement and a predictable destroy, for example: bullets.
is_extended: Instance will be synced at create and at destroy. Use this for instances with an unpredictable destroy, but a predictable movement. For example: remote-detonating bombs.
is_full: The instance will be fully synced. Use this for instances with an unpredictable movement and an unpredictable destroy. For example: AI controlled NPCs.
You can add the flag 'isc_local', to only sync the instance when other players can see it. (Syntax: 'is_extended | isc_local')
The given variables "var1", "var2", etc and the x, y, speed and direction will be sent.
//For the sake of this example, assume the bullet has a variable damage, and it should be synced as well.
i = instance_create(x, y, obj_bullet)
i.damage = 50;
gms_instance_sync(i, is_extended, "damage")
Last message on 7 Jun 2017