How can we change the position of a stick joint to an end or a corner rather tha

tapdroid

  • Posts: 115
How can we change the position of a stick joint to an end or a corner rather than always being stuck at the center of an actor?

tapdroid

  • Posts: 115


   Is there an work around???

SadiQ

  • Posts: 1795
   Is there an work around???
You could try to use code to do that, or you could (if possible) modify the collision bounds of the actor to see if it changes the position of the joint, or (if not possible) create a small dummy actor and place it where you need to place the end of the joint.
Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

tapdroid

  • Posts: 115
Does anyone have an actual answer for this?

tapdroid

  • Posts: 115
Sure are a lot of unanswered questions in this form.

captaincomic

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  • Posts: 6108
SadiQ gave you an answer, didn't he? Like he said, you would need to use code, or try to find a workaround with a dummy actor.

Anyway, in 3.1 you won't need code anymore, you can use the Joints extension:
http://community.stencyl.com/index.php/topic,31947.0.html

tapdroid

  • Posts: 115
captaincomic

If I knew code I would not be using Stecyl, would I?
I am using Stecyl 3.1 joint ext.
If you read the request, you would know the joint is attached AT THE CENTER OF EACH OBJECT,  DIP  S*&^T...
If you don't know the words, don't sing the song...

               "If you do not know the answer, don't open your mouth."

Don't make me come over there.

captaincomic

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Woah, please calm down. And try to be more polite to people trying to help you, you know... in their free time, free of charge...  ::)

tapdroid

  • Posts: 115
trying to help you,

Telling me; "SadiQ gave you an answer, didn't he?" is not helping.

misterfreeze

  • Posts: 84
@Tapdroidcom if you find a way, i'd appreciate you sharing it with everyone.
The only other answer would be a hack - using transparent actors as pivots or sub-joints.

rob1221

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  • Posts: 9471
Quote
I am using Stecyl 3.1 joint ext.
Well you shouldn't have access to 3.1 yet, so care to explain this statement?

tapdroid

  • Posts: 115
Quote
I am using Stecyl 3.1 joint ext.
Well you shouldn't have access to 3.1 yet, so care to explain this statement?

Sorry, my mistake. 3.0.0 b1000

P.S.     Spacedude! Gravity   RockS...

tapdroid

  • Posts: 115
@Tapdroidcom if you find a way, i'd appreciate you sharing it with everyone.
The only other answer would be a hack - using transparent actors as pivots or sub-joints.

Working on a couple others right now, but when I figure it out I will share.

tapdroid

  • Posts: 115
Quote from: misterfreeze
The only other answer would be a hack - using transparent actors as pivots or sub-joints.
[/quote

I made a game called WormBall and have found that using many joints really taxes the processor. Using extra transparent actors to connect the pieces that I want to appear to be singularly connected would be too much data to process for what I'm going for; even when removing collision points to the transparent actors.
  The ragdoll demo works well, but when you introduce 2, 3, or 4 in the same level, you lose control quickly.

http://www.stencyl.com/game/play/10715

rob1221

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  • Posts: 9471
Quote
Sorry, my mistake. 3.0.0 b1000
The joint extension is intended for 3.1, so if you're using it now you may get unexpected results.  Anything outside that extension will have to be done with code, and there are at most a few of us here that are familiar with box2D (captaincomic being one of them).