🛡️ TA Archive

Brawler (ARMBRAWL) Render Control

COB-exact: timeline 1:1 from armbrawl.cob (activatescr/deactivatescr, 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

Brawler animation

PNG frames

Brawler frame
Frame 0 / 790.00 s

COB timeline (ARMBRAWL.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–1.40 s — activatescr stage 1: wing1 x-move 0.00 elmo→2.90 elmo, wing2 x-move 0.00 elmo→-2.90 elmo, tail1 z-turn 0.0°→55.9°, tail2 z-turn 0.0°→-65.7°
  • 1.40–2.51 s — activatescr stage 2: weapon1 x-move 0.00 elmo→-2.85 elmo, weapon2 x-move 0.00 elmo→2.95 elmo
  • 3.71–4.71 s — deactivatescr stage 1: weapon1 x-move -2.85 elmo→0.00 elmo, weapon2 x-move 2.95 elmo→0.00 elmo
  • 4.71–5.79 s — deactivatescr stage 2: wing1 x-move 2.90 elmo→0.00 elmo, wing2 x-move -2.90 elmo→0.00 elmo, tail1 z-turn 55.9°→0.0°, tail2 z-turn -65.7°→0.0°
  • 5.79–6.38 s — closed again — loop restarts (fire/hit/death scripts are engine-driven, not in this loop)

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).