A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.
Name | Type | Games | Required? | Description | Values |
---|---|---|---|---|---|
Obj_arg0 | Float | Both | False | Useless: Read but never used for anything. | |
Obj_arg1 | Float | Both | False | Sphere Clipping Radius: The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior. | |
Obj_arg2 | Float | Both | False | Useless: Read but never used for anything. |
Name | Games | Required? | Description |
---|---|---|---|
SW_APPEAR | Both | False | Appears when this switch is activated. |
SW_B | SMG2 | False | Removes the visible model when this switch is active. This retains the collision, though. |
SW_AWAKE | Both | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
---|---|---|---|---|
ClippingGroup | Both | False | Objects in this group are always clipped together. | |
DemoCast | SMG1 | False | Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered. |