Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: SimpleClipPartsObj

A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It is also possible to configure optional sounds and particle 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, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.

Arguments

NameTypeGamesRequired?DescriptionValues
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_arg5IntegerBothFalse

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

          Point_arg7IntegerBothFalse

          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
          RotateSpeedFloatBothFalse

          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.

            RotateAngleFloatBothFalse

            Rotation Angle: How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.

              RotateAxisIntegerBothFalse

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

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

              Rotation Speed Type: Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed angle.

              • -1: RotateSpeed specifies fixed rotation speed
              • 1: RotateSpeed specifies maximum rotation speed
              • 2: RotateSpeed specifies time until desired angle
              RotateStopTimeIntegerBothFalse

              Restart Delay: The time in frames it takes to restart rotation after stopping.

                RotateTypeIntegerBothFalse

                Rotation Type: Specifies how the object should continue rotating after reaching the targeted angle.

                • 0: Stop rotating completely
                • 1: Rotates again in opposite direction
                • 2: Rotates again in same direction
                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_ABothFalse

                If used, the collision will be enabled if and only if this switch is activated.

                SW_BBothFalse

                If used, the object will move only while this switch is activated.

                SW_PARAMSMG2False

                The rotation 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.

                DemoCastBothFalse

                The object takes part in the cutscene.