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arm_phibarty (ARM_PHIBARTY) Render Control

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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.

Mobile Artillery - Amphib Series — from the unit’s FBI.

COB-exact: timeline 1:1 from arm_phibarty.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

arm_phibarty animation

PNG frames

arm_phibarty frame
Frame 0 / 1320.00 s

COB timeline (ARM_PHIBARTY.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–1.22 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 1.52–14.52 s — 4 shots at the LAS_Gun reloadtime (3250 ms) — barrels/flares per the compiled script (barrel)
  • 18.34–18.34 s — AimPrimary(0, 0): back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 18.34–18.94 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).