Overview
|
Wii U
|
Switch
|
Name |
KaraPillar
|
ID |
4042
|
Resource Files
|
- mapobj
- KaraPillar
- KaraPillar.bfres
- KaraPillar.kcl
- KaraPillarBase.kcl
- SNDG_KaraPillar.bars
|
- MapObj
- KaraPillar
- KaraPillar.bars
- KaraPillar.barslist
- KaraPillar.bfres
- KaraPillar.kcl
- KaraPillarBase.kcl
|
Used On |
|
Game Status |
Base Game |
Base Game
|
Object Settings & Description
Name ID
|
Object Description
|
Setting 0
|
Setting 1
|
Setting 2
|
Setting 3
|
Setting 4
|
Setting 5
|
Setting 6
|
Setting 7
|
KaraPillar 4042
|
A desert pillar that can fall after some period of time. It briefly shakes before it falls. Drivers hit by the pillar while it is falling are spun out. Some sand particles are spawned when the pillar finishes falling (GCN Dry Dry Desert's ptcl required). Only one side is trickable/drivable, the other sides act as walls. This object should not be scaled, as the pillar and the base are scaled from their own separate origins.
|
Fall Delay
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
Will not do anything without a RailPath.
Object Path Settings
The pillar needs to be linked to a railPath of a specific structure in order to be able to fall. This rail path should consist of exactly two points. The first point represents the pillar in its upright position, whereas the second point represents the pillar in its fallen down position. The first point of the rail path should match the position and rotation of the pillar object itself in order for the falling animation to be smooth.
The game automatically handles the shaking before the pillar moves from its upright position to its fallen position. Only the pillar itself falls; the pillar base stays in the upright position.
Example
Consider a fragment of the XML-representation of a course_muunt.byaml.
<!-- ... -->
<Path type="array">
<value Delete="false" IsClosed="false" RailType="0" UnitIdNum="600">
<PathPt type="array">
<value prm1="0f" prm2="0f"> <!-- Upright position -->
<ControlPoints type="array"> <!-- Control points match the point's translation -->
<value X="-978.2059f" Y="499.88f" Z="-2252.996f" />
<value X="-978.2059f" Y="499.88f" Z="-2252.996f" />
</ControlPoints>
<Rotate X="0f" Y="-2.131688f" Z="0f" /> <!-- Rotation and scaling of the first point match those of the pillar object this railPath is assigned to -->
<Scale X="1f" Y="1f" Z="1f" />
<Translate X="-978.2059f" Y="499.88f" Z="-2252.996f" />
</value>
<value prm1="0f" prm2="0f"> <!-- Fallen down position -->
<ControlPoints type="array">
<value X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
<value X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
</ControlPoints>
<Rotate X="-0.6992063f" Y="-2.53561f" Z="-1.40265f" />
<Scale X="1f" Y="1f" Z="1f" />
<Translate X="-937.9788f" Y="484.7184f" Z="-2235.641f" />
</value>
</PathPt>
</value>
<!-- ... -->
</Path>
<!-- ... -->
ObjFlow
Switch version values shown by default, with Wii U differences shown as rollover notes.
AiReact |
0
|
CalcCut |
false
|
Clip |
true
|
ClipRadius |
1f
|
ColOffsetY |
0f
|
ColShape |
3
|
ColSize |
|
DemoCameraCheck |
false
|
Item |
Index |
Item State
|
0 |
1
|
1 |
2
|
2 |
1
|
3 |
1
|
4 |
1
|
5 |
0
|
6 |
0
|
7 |
1
|
8 |
0
|
9 |
1
|
10 |
0
|
11 |
1
|
12 |
0
|
13 |
0
|
|
ItemObj |
Index |
Object State
|
0 |
0
|
1 |
0
|
2 |
0
|
3 |
0
|
4 |
0
|
5 |
0
|
6 |
0
|
7 |
0
|
8 |
0
|
9 |
0
|
10 |
0
|
11 |
0
|
12 |
0
|
13 |
0
|
|
Object State Behaviors (Items)
Object State |
Behavior
|
0 |
Unknown
|
|
Kart |
Index |
Kart State
|
0 |
11
|
1 |
11
|
2 |
3
|
3 |
3
|
4 |
3
|
|
KartObj |
Index |
Object State
|
0 |
0
|
1 |
0
|
2 |
0
|
3 |
0
|
4 |
0
|
|
Object State Behaviors (Karts)
Object State |
Behavior
|
0 |
Unknown
|
|
LightSetting |
0
|
Lod1 |
0.25f
|
Lod2 |
0.125f
|
Lod_NoDisp |
0f
|
MgrId |
4042
|
ModelDraw |
2
|
ModelEffNo |
-1
|
MoveBeforeSync |
false
|
NotCreate |
false
|
Offset |
0f
|
Origin |
0
|
PackunEat |
false
|
PathType |
4
|
PylonReact |
0
|
ResName |
KaraPillar
|
VR |
false
|