Posted on 08-19-16, 09:57 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 374/854
Since: 10-08-14

Last post: 47 days
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SW_APPEAR
This switch will make an object appear when activated.

SW_DEAD
Often used by enemies. It activates something if the object gets destroyed.

SW_A
This is an activator switch. Often used by objects such as YellowChipGroup or SwitchArea that trigger something.

SW_B
The opposite of a SW_A switch, because it deactivates an object. This is often used by glass cages (CapsuleCage).

SW_SLEEP (SMG1) & SW_AWAKE (SMG2)
This is very similar to SW_APPEAR, so people sometimes confuse these three switches. SW_SLEEP, or SW_AWAKE in SMG2, makes an already existing object visible. This is mostly used by Hungy Lumas and certain objects on the Comet Observatory / Starship.

SW_PARAM (SMG2)
This switch was introduced in SMG2. It is only used by objects which can be slowed down, for example Thwomps or Tox-Boxes. If activated, the objects will move half as fast as before.



Example
Let's say you want to open a CapsuleCage by ground-pounding a HipDropSwitch. For this you'll have to give the HipDropSwitch a SW_A and the CapsuleCage a SW_B. Both switches must be set to the same value.

Local switches and global switches
Local switches only trigger something in the zone the object is placed in. They range from 0 to 999. Global switches can activate things in the whole galaxy. They start at 1000.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier