Wei Posted May 18, 2012 Share Posted May 18, 2012 local theTable = { [1]={1812.65198, -1889.86047, 13.41406}, [2]={1825.22791, -1635.03711, 13.38281}, [3]={1855.01685, -1430.47449, 13.39063}, [4]={1732.81580, -1296.87122, 13.44294}, [5]={1473.19226, -1295.77124, 13.48315}, } This is the table how can I make when player hits a maker it destroys marker id 1 and show the marker ID 2? Sory but I don't know anything about tables. Link to comment
Castillo Posted May 18, 2012 Share Posted May 18, 2012 local theTable = { [ 1 ] = { 1812.65198, -1889.86047, 13.41406 }, [ 2 ] = { 1825.22791, -1635.03711, 13.38281 }, [ 3 ] = { 1855.01685, -1430.47449, 13.39063 }, [ 4 ] = { 1732.81580, -1296.87122, 13.44294 }, [ 5 ] = { 1473.19226, -1295.77124, 13.48315 } } function getMarkerPositionFromIndex ( index ) local index = ( tonumber ( index ) or 1 ) if ( theTable [ index ] ) then return unpack ( theTable [ index ] ) end return false end You must set element data on the player and increase it every time you hit the marker, and create the new marker with the position returned from: getMarkerPositionFromIndex. Link to comment
Kenix Posted May 18, 2012 Share Posted May 18, 2012 P.S Define indexes is optional in table local Array = { { '1' }; [ 2 ] = { [ 1 ] = '2' }; } print( Array[ 1 ][ 1 ] ) -- 1 print( Array[ 2 ][ 1 ] ) -- 2 Index auto-defined from 1. Link to comment
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