tables can't tell any thing … tables store data that you have defined for your game game, scene, actors read and change their attributes/actions according to a cellValue the table is storing
Design/Create your table so that either a row or a col is for only one actor I like to use Columns for Actors and label the Rows for attributes … (more uniform/easier to enlarge the label area … grey)
on your Prototype actor: add actorAttribute myCol make it text-type behavior: changeAttribute: self.Position.X To: tableCellValue( game.Table 1 ,"X", self.myCol)
and in each actorInstance type in the myCol attribute a numberValue: 1, 2, 3, 4, 5 etc.
if you are spawning these actors: add a game.spawnCount index
and on the spawner: after a spawn … changeAttribute: game.spawnCount To: game.spawnCount+1
on the actor spawned: Rule: when Attribute: self.Time ≥ 0.001 changeAttribute: self.myCol To: game.spawnCount
Comments
game, scene, actors read and change their attributes/actions according to a cellValue the table is storing
Design/Create your table so that either a row or a col is for only one actor
I like to use Columns for Actors
and label the Rows for attributes … (more uniform/easier to enlarge the label area … grey)
on your Prototype actor:
add actorAttribute myCol make it text-type
behavior:
changeAttribute: self.Position.X To: tableCellValue( game.Table 1 ,"X", self.myCol)
and in each actorInstance type in the myCol attribute a numberValue: 1, 2, 3, 4, 5 etc.
if you are spawning these actors:
add a game.spawnCount index
and on the spawner:
after a spawn … changeAttribute: game.spawnCount To: game.spawnCount+1
on the actor spawned:
Rule: when
Attribute: self.Time ≥ 0.001
changeAttribute: self.myCol To: game.spawnCount
@};- MH