Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: UFOSolid

A map object with a model and optional collision that rotates and optionally move on a set path. It also supports optional Low, Middle, and Bloom models.

Arguments

NameTypeGamesRequired?DescriptionValues
Path_arg1IntegerSMG1False

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_arg4IntegerSMG1False

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
Point_arg0IntegerSMG1False

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_arg1IntegerSMG1False

    Acceleration Time: The time in frames it takes for the object to reach the movement speed set at this point.

      Point_arg5IntegerSMG1False

      Stop Time: The time in frames the object waits at this point before it continues moving again.

        Point_arg7IntegerSMG1False

        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
        MoveConditionTypeSMG1False

        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
        RotateSpeedSMG1False

        Rotation Speed: How fast the object rotates. Default is 0.

          SignMotionTypeSMG1False

          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_DEADSMG1False

          Can be activated when the object is killed through a cutscene action.

          SW_BSMG1False

          If used, the object won't move until this switch gets activated.

          SW_AWAKESMG1False

          Enables rendering and resumes updates when this switch is active.

          Setup

          NameGamesRequired?DescriptionValues
          RailSMG1False

          The path that it can move on.

            ClippingGroupSMG1False

            Objects in this group are always clipped together.

              DemoCastSMG1False

              Can take part in a cutscene.

                BaseMtxFollowTargetSMG1False

                Can be followed by another BaseMtxFollower object.