Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: RailMoveTimerObj

A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model.

Arguments

NameTypeGamesRequired?DescriptionValues
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
          SignMotionTypeBothFalse

          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_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
          RailSMG2True

          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.