🛡️ TA Archive

Blitz (ARMBLITZ) Render Control

COB-exact: timeline 1:1 from armblitz.cob (gait + aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 2 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

Blitz animation

PNG frames

Blitz frame
Frame 0 / 2280.00 s

COB timeline (ARMBLITZ.COB)

  • 0.00–11.45 s — Rest pose (the seam pose — both window ends settle here) | AimPrimary + 4 x FirePrimary (cormine2, 1000 ms) — at the COB aim speeds, shots on that weapon's reload grid
  • 11.45–16.48 s — Close: Aim(0, 0) calls the engine would send next + the compiled restore scripts — back to the rest aim (engine pacing sleeps stay out)
  • 16.48–18.28 s — the remaining 24.8 s of pure engine hold (reload reveal / restore pacing) is trimmed from the preview loop — the rest pose does not change

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).