🛡️ TA Archive

Ranger (ARMMSHIP) Render Control

COB-exact: timeline 1:1 from armmship.cob (activatescr/deactivatescr, disassembled with _cob_dis.py). StateChg staged-deploy family: 3 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

Ranger animation

PNG frames

Ranger frame
Frame 0 / 760.00 s

COB timeline (ARMMSHIP.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–1.00 s — activatescr stage 1: door1 x-move 0.00 elmo→4.20 elmo, door2 x-move 0.00 elmo→-4.35 elmo
  • 1.00–1.60 s — activatescr stage 2: plate y-move 0.00 elmo→4.35 elmo
  • 1.60–2.36 s — activatescr stage 3: launcher1 x-turn 0.0°→-90.0°
  • 3.56–4.31 s — deactivatescr stage 1: launcher1 x-move 0.00 elmo→0.00 elmo, launcher1 x-turn -90.0°→0.0°
  • 4.31–4.91 s — deactivatescr stage 2: plate y-move 4.35 elmo→0.00 elmo
  • 4.91–5.52 s — deactivatescr stage 3: door1 x-move 4.20 elmo→0.00 elmo, door2 x-move -4.35 elmo→0.00 elmo
  • 5.52–6.12 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).