Kuribo64
Views: 19,979,717 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-16-24 01:37 PM
Guest:

0 users reading Switches Information [for people] [who can't tell] [the difference] | 1 bot

Main - Archived forums - General SMG hacking - Switches Information [for people] [who can't tell] [the difference] Hide post layouts | New reply


shibboleet
Posted on 12-18-13 12:13 AM Link | #36208
Most people don't get how some switches work. Well, the new to level creation doesn't really go in deep on this subject. But the switches are easy to remember.

SW_APPEAR
Makes an object APPEAR. All you need to do is hook up a SW_DEAD of the other object to make this spawn. (For activators, like star chip collecting, it uses SW_A to trigger this.)

SW_DEAD (Known as SW_SLEEP in SMG1.)
Activates when an enemy is eliminated. Once it's eliminated, the object with the same SW_APPEAR is activated.

SW_A
An activation switch. Not like, if you kill an enemy, this appears. That's used for SW_APPEAR.

SW_A is an activation switch. It turns some switches on, like the yellow chips for an example. It's SW_A turns on when all 5 are collected, and it triggers whatever is connected to it.

SW_B
Deactivates an object. Like a cage covering up an object. If this is triggered, it either makes the object disappear, or something else that gets rid of the object it's connected to.

A cage (GlassCage) uses a SW_B. When it's activated, the cage opens. It's pretty much the best example I can give.

Any questions? You can ask below.

~MrRean

____________________
a

MK7tester
Posted on 12-18-13 12:14 AM Link | #36209
Just let me add that a common exception is the Question Coin, which uses SW_Dead rather than SW_A to activate switches.

shibboleet
Posted on 12-18-13 12:16 AM Link | #36211
Well most of this stuff can actually be found in the galaxies they exist in.

But good point.

____________________
a

Yosheano
Posted on 12-22-13 04:33 PM Link | #36502
So, Can i make any object i appear via SW_A. If i had a ground pound switch with a SW_A of 1 and i had a platform or an enemy with SW_A of 1, would it appear?

shibboleet
Posted on 12-22-13 04:41 PM Link | #36503
No, the platform/enemy would have a SW_APPEAR of 1.

____________________
a

Yosheano
Posted on 12-22-13 05:01 PM Link | #36504
Ok, thank you.

Stygmax
Posted on 01-25-14 01:03 PM Link | #37969
Sorry for the bump, but I wanted to know how I would be able to make a WireCoverCage disappear after defeating about 10 UnizoLand Urchins. I can't really seem to figure it out from the tutorial.
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 01-25-14 08:33 PM Link | #37986
ExterminationSwitch is what you need.


____________________
a

SunakazeKun
Posted on 09-05-14 12:06 PM Link | #47798
Sorry for bumping an old thread but what are SW_PARAM and SW_AWAKE switches?



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


NWPlayer123
Posted on 09-05-14 01:23 PM Link | #47804
They're....interesting. IDR what exactly SW_PARAM is, I'd have to have a use case, but SW_AWAKE is used for stuff like making a model/object actually appear (load?) when a trigger happens.

____________________
"I hate playing musical chats" ~ Quote of the month

SunakazeKun
Posted on 09-05-14 01:32 PM Link | #47805

NWPlayer123
Posted on 09-05-14 02:14 PM Link | #47808
Oh, wait, I'm getting them confused. I was thinking of SMG1's SW_SLEEP which is used in the Comet Observatory by the engine to load all the galaxies. I think SMG2 uses SW_AWAKE to do the same thing, though I'm not positive since it's been a while.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 09-06-14 01:39 AM Link | #47853
SW_AWAKE is more on the activation side, which SW_APPEAR is just...making something appear.

____________________
a


Main - Archived forums - General SMG hacking - Switches Information [for people] [who can't tell] [the difference] Hide post layouts | New reply

Page rendered in 0.032 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 224/224, time: 0.012 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.