A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects.
| Name | Type | Games | Required? | Description | Values | Exclusives? |
|---|---|---|---|---|---|---|
| Obj_arg0 | Integer | SMG2 | False | Power Star ID: The Power Star's ID that should be spawned. If set to -1, it will automatically detect the proper Power Star to be spawned. |
| |
| Obj_arg1 | Integer | SMG2 | False | Activation Delay: The delay until the switch gets activated. Default is 0. |
| |
| Obj_arg2 | Boolean | SMG2 | False | Hide Counter?: If set, the counter layout will be hidden. |
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| Name | Games | Required? | Description |
|---|---|---|---|
| SW_APPEAR | SMG2 | False | Appears when this switch is activated. |
| SW_A | SMG2 | False | Activated after killing all linked objects. |
| SW_AWAKE | SMG2 | False | Enables rendering and resumes updates when this switch is active. |
| Name | Games | Required? | Description | Values | Exclusives? |
|---|---|---|---|---|---|
| AppearPowerStar | SMG2 | True | Appears after killing all linked objects. |
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