A small blue star that can pull the player towards it if they touch it with their pointer. If the player is too far away from this object, it will become inactive and the player cannot point at it. It usually remains stationary but can move on a path as well. The player can be ejected while using the Pull Star if he gets to close to it, although this is an optional setting.
Name | Type | Games | Required? | Description | Values |
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Obj_arg0 | Float | Both | False | Release Distance: The radius in which the player will be released automatically. Default is -1 which deactivates this behavior. | |
Obj_arg1 | Float | Both | False | Pointing Range: The valid range in which the player can use this object. Default is 2500. | |
Obj_arg2 | Integer | Both | False | Inactive Color Type: Specifies the color to be used when the player is too far away from this object. |
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Path_arg4 | Integer | Both | False | Initial Position Type: The object's initial position. |
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Path_arg5 | Integer | SMG2 | False | 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_arg0 | Integer | Both | False | 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_arg1 | Integer | Both | False | Acceleration Time: The time in frames it takes for the object to reach the movement speed set at this point. | |
Point_arg5 | Integer | Both | False | Stop Time: The time in frames the object waits at this point before it continues moving again. | |
Point_arg7 | Integer | Both | False | Speed Type: Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point. |
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Name | Games | Required? | Description | Values |
---|---|---|---|---|
SignMotionType | 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 |
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SW_APPEAR | Both | False | Appears when this switch is activated. |
SW_B | Both | False | The object will disappear once this switch gets activated. |
SW_PARAM | SMG2 | False | Animations, velocity and update rates are adjusted with ParamScale while this switch is activated. |
SW_AWAKE | SMG2 | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
Rail | Both | False | The optional path that it can move on. | |
Group | Both | False | Used to synchronize the execution of several other grouped Pull Stars when the object's appearance cutscene is active. | |
ClippingGroup | SMG2 | False | Objects in this group are always clipped together. | |
Camera | Both | False | Used when the object appears. | |
DemoCast | Both | False | Can take part in a cutscene. Furthermore, the object will not appear initially. |