🛡️ TA Archive

Suppressor (ARMDEVA) 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 armdeva.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

Suppressor animation

PNG frames

Suppressor frame
Frame 0 / 500.00 s

COB timeline (ARMDEVA.COB)

  • 0.00–0.00 s — AimPrimary + 4 x FirePrimary (ARMDEVA_GAUSS, 600 ms) — at the COB aim speeds, shots on that weapon's reload grid
  • 0.00–0.00 s — CloseArms() — the compiled staged close back to the rest stance
  • 0.00–0.00 s — OpenArms() — the compiled staged open (from the rest pose into the working stance)
  • 0.00–4.00 s — Rest pose (the seam pose — both window ends settle here)
  • 4.00–4.00 s — Close: Aim(0, 0) calls the engine would send next — back to the rest aim (engine pacing sleeps stay out)

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).