Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: RailMoveObjSwitchWarpEnd

A map object with a model and optional collision that usually moves on a set path. It will activate SW_DEAD once it reaches the last path point. Additionally, it's also possible to make the platform warp to the last path point using SW_A when the platform isn't moving. 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. When it starts moving, it uses the optional effect with the name Start. 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 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
          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_DEADSMG2True

          Gets activated when it reaches the last point.

          SW_ASMG2False

          If activated and the object is about to start moving, it will warp to the last path point.

          SW_BSMG2False

          If used, the object won't move 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
          RailSMG2False

          The path that it moves on.

            ClippingGroupSMG2False

            Objects in this group are always clipped together.

              DemoCastSMG2False

              Can take part in a cutscene.

                BaseMtxFollowTargetSMG2False

                Can be followed by another BaseMtxFollower object.