Joining two user-defined objects together

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Post » Sun Nov 10, 2013 9:53 am

Hi, I am attempting to make a clone of LittleBigPlanet and I was wondering if it would be possible for me to implement a weld tool?
Thanks in advance,
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Post » Sun Nov 10, 2013 10:32 am

I've never played Little Big Planet, so I haven't got an idea of what this welding tool is supposed to do, could you explain it?
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Sun Nov 10, 2013 10:48 am

Basically, the user should somehow(I'm not too bothered how) select two objects(They can be of the same object type) and they should form a physics bond.
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Post » Sun Nov 10, 2013 10:52 am

physics behaviour create joint?
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Sun Nov 10, 2013 10:54 am

Yes but i'm having difficulty getting the user-selected part to work and the fact that I need different instances of the same object type to join together, which generally results in it joining to itself.
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Post » Sun Nov 10, 2013 12:34 pm

That's all about picking the right instances.
Some of it will depend oh how you let the user do the selecting.

After the user has selected the instances you could use the system pick instances actions to only perform actions on the selected instances.

There are many ways to go about the selecting. you could use instance variables. Somteimes creating a sprite to show an object is selected can be used in overlapping comparison.
So when you have found a way to identify the selected objects/instances, that can be used for the system to pick them and only perform actions on them.

I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Sun Nov 10, 2013 5:48 pm

It would be a lot easier if I could just enter the u(Specified in a variable) into the physics joint dialog!
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Post » Sun Nov 10, 2013 7:02 pm

*uid
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