It's just annoys me that I need to read the same comment every time...
Maybe you should take the hint then.
I want it the way I did it, if you can't find a way just say so... (That's my way of scripting, accept it)
You'll have to do things differently. Accept it.
That made me laugh.
Okay then Ill let go and "wait for a extension" with the obsolete functions included.
And here's a thing to think about; what about instead of defining the variable name your self, let the player do it... how can you do that, Mr Accept it (lol)
If you want the player to define the name, use a dictionary to do it. Each line holds two things, the "name", which would be the index, and the "value" which would be the contents. So if the player decides to name it "variableIWant" you would add an index to the dictionary, with "variableIWant" as the index and whatever you need for the value. Then, later, you can access through the ds_* functions the contents of the "variableIWant" variable via that index.
***Side Note
You really need to grow up a little. What matters is the end result, not that you did it "your" way. What has been suggested to you by the other posters works fine to get the end result, so just because it isn't "your" way doesn't mean its wrong. In fact, by forcing things to be the way you want it, you will either end up having to code workarounds, or be stuck on an older version of Game Maker. Most programming languages(and other game making tools) don't have an actual compiler included with the final executables like GM has had in the past. GM was the exception to the rule in this instance. C++ won't let you run C++ code from strings. That doesn't mean you couldn't create an "interpreter" for it, which would generally use switch statements to call predefined functions based on what is in the string, but that isn't the same thing as compiling code.
Final Verdict...Get used to it, or stay with older versions of the software. All over the industry, things change, sometimes breaking compatibility, and you either upgrade to get the new features, or stay with the old version. No one is forcing you to go away from version 8.x, or even older versions if you had bought them. Also, in almost all cases, when things get broken from updates, it is for the better anyway. By removing the compiler from GM's runner, the file size is smaller. It also makes it that much easier to go to fully compiled code eventually, which is a real winner, for size and speed, making GM far more capable of certain things that right now lag. Full compilation also makes it much harder to get at the original code. From a fully compiled executable it is next to impossible to attempt to get gml scripts from, because they no longer exist as GML, rather as compiled code. But, if Yoyo were to try to keep the compiler in, making dynamic code easy, they would never get all of these benefits. In fact, if I'm understanding correctly, it would be impossible for them to have a manner to create games for iOS(and maybe Android too) because Apple doesn't allow such "dynamic" code. In fact, the Unity devs were possibly going to have trouble with that. I'm not sure how they got around it, but I'm guessing it is because they don't have code changing at runtime.