It could be a difference in how the engines handle triggers if you're not both using the same one, I don't know if they all do it the same way, so you could check that.
You could also put variables for the position and speed in the create event, and if your triggered object can act in different ways other than this, also put a variable so it only moves like this when you set it to true, like:
Create
xx = 0
yy = 0
spd = 0
move = false
//you can change these in the instance's creation code to the values you want to use
Step
if triggered == true and move == true
{
if point_distance(x,y,xx,yy) > speed
{move_towards_point(xx,yy,spd)}
else
{
x = xx
y = yy
speed = 0
}
}
And if you meant for it to move instantly to the position you want simply do this in the step
if triggered == true and move == true
{
x = xx
y = yy
}
You would prolly still need to check for how the engine you're using deals with triggers though, just to be sure