COB-exact: timeline 1:1 from armmakr.cob (duty cycle (go/stop), 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

PNG frames

Frame 0 / 790.00 s
COB timeline (ARMMAKR.COB)
- 0.00–0.01 s — glow sphere pulses — engine-driven flashing texture (off/b1..b3 cycle, 400 ms/step measured in game); no piece motion in this unit, the lamp IS the animation
- 0.60–6.40 s — rest — the folded pose is the loop seam (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).