Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: RailRotateMoveObj

A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate 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, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. 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_arg0IntegerBothFalse

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_arg1IntegerBothFalse

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_arg2IntegerBothFalse

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_arg4IntegerBothFalse

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_arg0IntegerBothFalse

    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_arg1IntegerBothFalse

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

        Point_arg2IntegerBothFalse

        Rotation Speed / Time: How fast the object rotates. If Point_arg7 is set to 1, this specifies the time in frames it takes to rotate to the specified angle.

          Point_arg3FloatBothFalse

          Rotation Angle: How many degrees it rotates.

            Point_arg4IntegerBothFalse

            Rotation Axis: The object's axis to rotate around.

            • 0: X axis
            • 1: Y axis
            • 2: Z axis
            Point_arg5IntegerBothFalse

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

              Point_arg6IntegerBothFalse

              Rotation Type: Specifies how the object rotates on the path.

              • -1: Rotate at point, pause path movement until finished
              • 1: Rotate between this and next point, don't pause path movement
              Point_arg7IntegerBothFalse

              Speed Type: Decides whether Point_arg0 and Point_arg2 specify speed or time values.

              • -1: Arguments specify speed
              • 1: Arguments specify time
              MoveConditionTypeIntegerBothFalse

              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
              SignMotionTypeIntegerBothFalse

              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_APPEARBothFalse

              The object will appear when this switch is activated.

              SW_DEADBothFalse

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

              SW_BBothFalse

              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_AWAKEBothFalse

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

              Setup

              NameGamesRequired?Description
              RailBothFalse

              The path that it moves on.

              ClippingGroupBothFalse

              Objects in this group are always clipped together.

              DemoCastBothFalse

              The object takes part in the cutscene.

              BaseMtxFollowTargetBothFalse

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