A robotic enemy that walks on a path. If the player is nearby, it will pursue the player to attack them with a flame. It can be defeated using a Ground Pound attack, which will cause it to spawn a single Coin. In SMG2, a Key (KeySwitch) can be linked to it using GeneratorId. The key will appear once this enemy is defeated. It can be frozen by the second player's pointer.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Boolean | Both | False | Jumps when Appearing?: If set, it will jump up and turn towards the player when it appears. Does not work in SMG2. | |
Obj_arg1 | Boolean | Both | False | Don't Pause Walking?: If set, it won't pause while walking. | |
Obj_arg2 | Boolean | SMG2 | False | Don't Calculate Gravity?: If set, it won't calculate gravity. Instead, the negated up vector will be used. |
Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | Both | False | The object will appear when this switch is activated. |
SW_DEAD | Both | False | Gets activated when it dies. |
SW_A | SMG2 | False | If used, it won't pursue the player until this switch is activated. |
SW_AWAKE | Both | False | The object will become visible and resume movement when this switch is activated. |
Name | Games | Required? | Description |
---|---|---|---|
Rail | Both | True | The path that it moves on. |
DemoCast | Both | False | The object takes part in the cutscene. |
Name | Games | Description |
---|---|---|
MoveLimitCollision | Both | The object's collision binder also checks for MoveLimit collision. |