🛡️ TA Archive

ar_aa_mobile (AR_AA_MOBILE) 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.

High Altitude Air Defence System — from the unit’s FBI.

COB-exact: timeline 1:1 from ar_aa_mobile.cob (aim/fire (COB VM), 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

ar_aa_mobile animation

PNG frames

ar_aa_mobile frame
Frame 0 / 810.00 s

COB timeline (AR_AA_MOBILE.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–0.51 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 0.81–1.21 s — 4 shots at the AR_AA reloadtime (100 ms) — barrels/flares per the compiled script (barrels/barrels2/barrels22/barrels3)
  • 3.33–3.33 s — AimPrimary(0, 0): back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 3.33–3.92 s — rest again — loop restarts seam-clean (frame N = frame 0, pixel-verified)

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).