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		<title><![CDATA[Maratis forum - One function for all clones]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=515</link>
		<description><![CDATA[The most recent posts in One function for all clones.]]></description>
		<lastBuildDate>Sat, 05 Jan 2013 12:20:48 +0000</lastBuildDate>
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			<title><![CDATA[Re: One function for all clones]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3219#p3219</link>
			<description><![CDATA[<p>send me an exemple as simple as possible and explain what behavior you expect.</p><p>but yes, for something like that, the best will be to use a metatable (that I&#039;m just starting to understand).</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sat, 05 Jan 2013 12:20:48 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3219#p3219</guid>
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		<item>
			<title><![CDATA[Re: One function for all clones]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3213#p3213</link>
			<description><![CDATA[<p>To resume, i&#039;m trying to make an AI that works more or less like a behavior ;<br />you spawn clones and they automatically receive the movements, animations, statistics etc, so you can spawn as many as you want and don&#039;t have to worry about anything</p><p>I think i&#039;m getting closer, however i just past 12 hours trying to get that thing working (which still doesn&#039;t..), i&#039;m out of juice. note that i&#039;m not using any local or metatables things, that might be the problem..</p><p>If you don&#039;t mind checking, i&#039;ll upload the project i&#039;m working on tomorrow</p>]]></description>
			<author><![CDATA[dummy@example.com (Vegas)]]></author>
			<pubDate>Fri, 04 Jan 2013 23:51:19 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3213#p3213</guid>
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		<item>
			<title><![CDATA[Re: One function for all clones]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3212#p3212</link>
			<description><![CDATA[<p>Do you mean only one clone at a time should play an animation ? even if both are in collision ?<br />If yes, you can stop the test when you find the first collision :</p><div class="codebox"><pre><code>for clone in cloneList do

    if isCollisionBetween(clone, collisionMesh) then
        changeAnimation(clone, x)
        break -- break exit the for loop
    end
end</code></pre></div>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 04 Jan 2013 15:30:44 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3212#p3212</guid>
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		<item>
			<title><![CDATA[One function for all clones]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3210#p3210</link>
			<description><![CDATA[<p>Hello, there&#039;s one thing that bugged me for quite some time, I want to make a single function working for all clones,<br />here&#039;s a simple picture to illustrate :</p><p><span class="postimg"><img src="https://dl.dropbox.com/u/19970067/Questions/clonefunct.png" alt="PunBB bbcode test" /></span></p><p>I want that when clone A or clone B collides with collision mesh, it start playing animation BUT :<br />1) not all clones at once (if clone A collides and play animation, clone B should not play)<br />2) without the need to copy &amp; paste the whole function for each clones using cloneList[1] cloneList[2] etc</p><p>Currently i&#039;m using method 2, but that&#039;s alot of trouble when i must tweak something</p><p>Hope i explained good enough, any tips on this ?</p>]]></description>
			<author><![CDATA[dummy@example.com (Vegas)]]></author>
			<pubDate>Fri, 04 Jan 2013 14:58:33 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3210#p3210</guid>
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