Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: RailSeesawMoveObj

A map object with a model and optional collision that usually moves on a set path and rotates when stepped on. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Some sound effects depend on the used rotation type. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. 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_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
          MoveConditionTypeSMG2False

          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
          RotateSpeedSMG2False

          Rotation Speed: How fast it rotates. Default is 0. Only used if RotateAxis is 0.

            RotateAngleSMG2False

            Rotation Angle: How many angles in degrees the platform rotates. Default is 0.

              RotateAxisSMG2False

              Rotation Type: How the platform moves when stepped on. Default corresponds to 1.

              • 0: Rotate around Z axis, returns to original rotation
              • 1: Rotate XZ plane, returns to original rotation
              • 2: Rotate XZ plane
              RotateAccelTypeSMG2False

              Inertia Factor / Acceleration: Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.

                RotateStopTimeSMG2False

                Restore Force: The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.

                  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_BSMG2False

                  If used, the object won't move on the path until this switch gets activated.

                  SW_PARAMSMG2False

                  The path movement 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
                  DemoCastSMG2False

                  Can take part in a cutscene.

                    BaseMtxFollowTargetSMG2False

                    Can be followed by another BaseMtxFollower object.