A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.
Name | Type | Games | Required? | Description | Values |
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Path_arg1 | Integer | Both | False | Movement Type: How the object behaves once it reaches the last path point. |
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Path_arg2 | Integer | Both | False | Indicator Dots Type: Specifies whether the orange indicator dots should be used and how they are displayed. |
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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 |
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RotateSpeed | Both | False | Rotation Speed / Time: How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle. | |
RotateAngle | Both | False | Rotation Angle: How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely. | |
RotateAxis | Both | False | Rotation Axis: The object's axis to rotate around. |
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RotateAccelType | Both | False | Rotation Speed Type: Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle. |
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RotateStopTime | Both | False | Restart Delay: The time in frames it takes to restart rotation after stopping. | |
RotateType | Both | False | Rotation Type: Specifies how the object should continue rotating after reaching the targeted angle. |
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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_DEAD | Both | False | Can be activated when the object is killed through a cutscene action. |
SW_A | Both | False | If used, the collision will be enabled if and only if this switch is activated. |
SW_B | Both | False | If used, the object will move only while this switch is activated. |
SW_PARAM | SMG2 | False | The rotation speed is adjusted with ParamScale while this switch is activated. |
SW_AWAKE | Both | False | Enables rendering and resumes updates when this switch is active. |
Name | Games | Required? | Description | Values |
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Rail | Both | False | The path that it moves on. | |
DemoCast | Both | False | Can take part in a cutscene. |