🛡️ TA Archive

Behemoth (ARMBEHEM) 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 armbehem.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

Behemoth animation

PNG frames

Behemoth frame
Frame 0 / 1770.00 s

COB timeline (ARMBEHEM.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–0.72 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 0.72–6.72 s — 4 shots at the COR_GOL reloadtime (1500 ms) — barrels/flares per the compiled script (barrel1)
  • 6.72–8.83 s — AimSecondary(8192, 3641) + 2 shots at the ARM_LASERH1 reloadtime (965 ms) — barrels/flares per the compiled script (flashes only)
  • 8.83–12.98 s — AimTertiary(8192, 3641) + 2 shots at the ARMRL_MISSILE reloadtime (2000 ms) — barrels/flares per the compiled script (flashes only)
  • 13.63–13.63 s — AimPrimary(0, 0) and the other weapons’ close calls: back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 13.63–14.23 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).