Dear forum users! In compliance with the new European GDPR regulations, we'd just like to inform you that if you have an account, your email address is stored in our database. We do not share your information with third parties, and your email address and password are encrypted for security reasons.

New to the forum? Say hello in this topic! Also make sure to read the rules.

WeldJoint becomes dynamic when CustomID is changed

Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
Forum rules
By using the forum you agree to the following rules. For this forum you also need to follow these additional rules.
Locked
User avatar
JakSparro98
Superfighter
Superfighter
Posts: 530
Joined: Fri Jul 15, 2016 7:56 pm
Started SFD: PreAlpha 1.0.5
Location: Rome, Italy
Gender:
Age: 25

WeldJoint becomes dynamic when CustomID is changed

Post by JakSparro98 » Tue Sep 05, 2017 10:49 pm

There are two different behaviors: When there are no elements in the TargetObjects list the WeldJoint BodyType is unchanged if the CustomID changes, instead when there is even just one element and we set a new CustomID the tile will fall.

Here the example
0 x

User avatar
Gurt
Lead Programmer
Lead Programmer
Posts: 1884
Joined: Sun Feb 28, 2016 3:22 pm
Title: Lead programmer
Started SFD: Made it!
Location: Sweden
Gender:
Age: 34

Post by Gurt » Fri Sep 08, 2017 6:06 pm

It's actually working by-designed. ConvertTileType against WeldJoints is not supported as the WeldJoint will always override the BodyType.
WeldJoints with less than 2 connected bodies will not activate and therefor remain dynamic - why they don't fall down upon start of the map is another bug - which they do after CustomID is changed.

After looking into this we're doing some changes. WeldJoints will remaing static until connected to two or more bodies. This will make them work more as expected.
0 x
Gurt

Locked