Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: RailMoveShadowDropYObj

A map object with a model and optional collision that usually moves on a set path. The shadows of this objects are hardcoded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.

Arguments

NameTypeGamesRequired?DescriptionValues
Path_arg0IntegerSMG2False

Pose Type: The object's pose while moving on the path.

  • -1: Retains initial rotation
  • 1: Rotation affected by normal gravity (front is rough path direction, up is negated gravity)
  • 2: Rotation affected by normal gravity (front is path direction, up is rough negated gravity)
  • 3: Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)
Path_arg1IntegerSMG2False

Movement Type: How the object behaves once it reaches the last path point.

  • -1: Stops at last point
  • 1: Moves back towards first point
  • 2: Warps back to first point
Path_arg2IntegerSMG2False

Indicator Dots Type: Specifies whether the orange indicator dots should be used and how they are displayed.

  • -1: Don't use indicator dots
  • 1: Draw dots on path
  • 2: Draw dots but disappear one by one when passed by
  • 3: Use bigger dots for path points
Path_arg4IntegerSMG2False

Initial Position Type: The object's initial position.

  • -1: Start at nearest position on path
  • 1: Start at nearest path point
  • 2: Start at first path point
Path_arg5IntegerSMG2False

Snapping Speed: If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.

    Point_arg0IntegerSMG2False

    Movement Speed / Time: The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.

      Point_arg1IntegerSMG2False

      Acceleration Time: The time in frames it takes for the object to reach the movement speed set at this point.

        Point_arg5IntegerSMG2False

        Stop Time: The time in frames the object waits at this point before it continues moving again.

          Point_arg7IntegerSMG2False

          Speed Type: Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.

          • -1: Point_arg0 specifies movement speed
          • 1: Point_arg0 specifies time until next point
          MoveConditionTypeIntegerSMG2False

          Move Start Type: How the platform starts moving.

          • 0: Already moving
          • 1: Moves once stepped on, needs to be stepped on again when it reaches the last point
          • 2: Moves once stepped on
          SignMotionTypeIntegerSMG2False

          Shake Start Type: Specifies whether the object will shake before it starts moving or not.

          • 0: Don't shake
          • 1: Shakes before moving
          • 2: Shakes before moving
          • 3: Don't shake
          • 4: Shakes before moving
          • 5: Shakes before moving

          Switches

          NameGamesRequired?Description
          SW_APPEARSMG2False

          The object will appear when this switch is activated.

          SW_DEADSMG2False

          Can be activated when the object is killed through a cutscene action.

          SW_BSMG2False

          If used, the object won't move until this switch gets activated.

          SW_PARAMSMG2False

          The path movement speed is adjusted with ParamScale while this switch is activated.

          SW_AWAKESMG2False

          The object will become visible and resume movement when this switch is activated.

          Setup

          NameGamesRequired?Description
          RailSMG2False

          The path that it moves on.

          ClippingGroupSMG2False

          Objects in this group are always clipped together.

          DemoCastSMG2False

          The object takes part in the cutscene.

          BaseMtxFollowTargetSMG2False

          Objects of this class can be followed by another BaseMtxFollower object.