A map object with a model and optional collision that usually rotates around one of its axes. 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: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Integer | Both | False | Color Frame: If ColorChange.brk exists, this will define the color frame to be used. | |
Obj_arg1 | Integer | Both | False | Texture Frame: If TexChange.btp/.btk exists, this will define the texture frame to be used. | |
MoveConditionType | Integer | Both | False | Move Start Type: How the platform starts moving. |
|
RotateSpeed | Float | Both | False | Rotation Speed / Time: How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle. | |
RotateAngle | Float | Both | False | Rotation Angle: How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely. | |
RotateAxis | Integer | Both | False | Rotation Axis: The object's axis to rotate around. |
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RotateAccelType | Integer | Both | False | Rotation Speed Type: Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed angle. |
|
RotateStopTime | Integer | Both | False | Restart Delay: The time in frames it takes to restart rotation after stopping. | |
RotateType | Integer | Both | False | Rotation Type: Specifies how the object should continue rotating after reaching the targeted angle. |
|
SignMotionType | Integer | Both | False | Shake Start Type: Specifies whether the object will shake before it starts moving or not. |
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Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | Both | False | The object will appear when this switch is activated. |
SW_DEAD | Both | False | Can be activated when the object is killed through a cutscene action. |
SW_B | Both | False | If used, the object will rotate only while this switch is activated. |
SW_PARAM | SMG2 | False | The rotation speed is adjusted with ParamScale while 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 |
---|---|---|---|
DemoCast | Both | False | The object takes part in the cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered. |
BaseMtxFollowTarget | Both | False | Objects of this class can be followed by another BaseMtxFollower object. |