Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: RailRotateMoveObj

An object class that uses paths to move and rotate. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv).

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerSMG2False

Color Frame: If ColorChange.brk exists, this will define the color frame to be used.

    Obj_arg1IntegerSMG2False

    Texture Frame: If TexChange.btp/.btk exists, this will define the texture frame to be used.

      Obj_arg2FloatSMG2False

      Shadow Length: If Shadow.bcsv exists, this defines the shadow's drop length.

        Path_arg2IntegerSMG2False

        Enable Orange Balls: If set, orange balls will be displayed along the path the object moves along.

          Point_arg0IntegerSMG2False

          Move Speed/Time: How this value acts is based on Point_arg7. -1 = The constant speed the object will use until the next point. 1 = The amount of time it takes to reach the next path point (in frames).

            Point_arg1IntegerSMG2False

            Acceleration Speed/Time: How this value acts is based on Point_arg7. -1 = The constant acceleration speed until the move speed is reached. 1 = Unknown behaviour

              Point_arg2IntegerSMG2False

              Rotate Speed/Time: How this value acts is based on Point_arg7. -1 = The constant speed the object will rotate at. 1 = The amount of time it takes to complete the rotation (in frames).

                Point_arg3IntegerSMG2False

                Rotation Angle: How much to rotate the object. Relative to the object's current rotation (eg. two path points are set to 180, the outcome is a full 360)

                  Point_arg4IntegerSMG2False

                  Rotation Axis: The axis of rotation to use

                  • 0: = X
                  • 1: = Y
                  • 2: = Z
                  Point_arg5IntegerSMG2False

                  Wait Time: Stop at the current path point and wait the desired time (in frames).

                    Point_arg6IntegerSMG2False

                    Rotation Type: The type of rotation to use at this point.

                    • -1: Finish rotation at the current point
                    • 1: Rotate between the current and next points
                    Point_arg7IntegerSMG2False

                    Speed Calculation Type: The type of calculations to perform on Point_arg0, 1, and 2.

                    • -1: = Constant Speed
                    • 1: = Time (in frames)

                    Switches

                    NameGamesRequired?Description
                    SW_APPEARSMG2False

                    The object will appear when this switch is activated.

                    SW_ASMG2False

                    Needs research

                    SW_BSMG2False

                    The object cannot move unless SW_B is activated.

                    SW_AWAKESMG2False

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

                    Properties

                    NameGamesRequired?Description
                    RailSMG2True

                    If not set, the game will crash when the platform tries to move.

                    ClippingGroupSMG2False

                    Objects in this group are always clipped together.

                    BaseMtxFollowTargetn/aFalse

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