🛡️ TA Archive

Alien Particle Accelerator (APART) Render Control

Live preview (JavaScript)

The loop is played live in your browser from the validated loop table (the same data the reference render below was made from); the badge on the player is its self-test (seam + motion probes). The pre-rendered reference follows.

COB-exact: timeline 1:1 from apart.cob (perpetual spin (Activate), disassembled with _cob_dis.py). StateChg staged-deploy family: 1 open stages, then the compiled close order — not a reversed activate. Fire/hit/death/smoke scripts are engine-driven or firing-only and not part of this loop.

Animation

Alien Particle Accelerator animation

PNG frames

Alien Particle Accelerator frame
Frame 0 / 890.00 s

COB timeline (APART.COB)

  • 0.00–7.20 s — perpetual spin — sphere1 y-turn -50°/s (-1·360°/loop), sphere y-turn -50°/s (-1·360°/loop), espin y-turn 200°/s (4·360°/loop): started in Activate, the engine never stops it. The loop end is solved to an exact 360° multiple per channel (rate rounding < 0.18°). Wake/SmokeUnit/smoke-emitter pieces are engine-side and stay out of the loop. the compiled Deactivate re-targets the spin instead of stopping it — the piece never stops in game (compiled quirk), rendered perpetual; the aim/query/fire scripts carry no piece motion (pure stubs) — weapon effects are engine-side.

Every stage duration equals its COB sleep exactly; values are raw COB units (turns: BAM 65536 = 360°, moves: elmo × 163840). Renderer conversions follow the proven family conventions (_cob_anim.py).