Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: RailMoveObjClipParts

A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names 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_arg0IntegerSMG2False

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_arg1IntegerSMG2False

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_arg2IntegerSMG2False

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_arg4IntegerSMG2False

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_arg0IntegerSMG2False

    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_arg1IntegerSMG2False

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

        Point_arg5IntegerSMG2False

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

          Point_arg7IntegerSMG2False

          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

          MapParts arguments

          NameGamesRequired?DescriptionValues
          RotateSpeedSMG2False

          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.

            RotateAngleSMG2False

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

              RotateAxisSMG2False

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

              • 0: X-axis
              • 1: Y-axis
              • 2: Z-axis
              RotateAccelTypeSMG2False

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

              • -1: RotateSpeed specifies fixed rotation speed
              • 1: RotateSpeed specifies maximum rotation speed
              • 2: RotateSpeed specifies time until desired angle
              RotateStopTimeSMG2False

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

                RotateTypeSMG2False

                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
                SignMotionTypeSMG2False

                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_APPEARSMG2False

                Appears when this switch is activated.

                SW_DEADSMG2False

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

                SW_ASMG2False

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

                SW_BSMG2False

                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_AWAKESMG2False

                Enables rendering and resumes updates when this switch is active.

                Setup

                NameGamesRequired?DescriptionValues
                RailSMG2False

                The path that it moves on.

                  DemoCastSMG2False

                  Can take part in a cutscene.

                    BaseMtxFollowerSMG2False

                    Can follow another BaseMtxFollowTarget object.