🛡️ TA Archive

Shooter (ARMSNIPE) Render Control

COB-exact: timeline 1:1 from armsnipe.cob (activatescr/deactivatescr, disassembled with _cob_dis.py). StateChg staged-deploy family: 8 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

Shooter animation

PNG frames

Shooter frame
Frame 0 / 680.00 s

COB timeline (ARMSNIPE.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–0.66 s — activatescr stage 1: torso x-turn 0.0°→-3.5°, ruparm x-turn 0.0°→17.6°, rarm x-turn 0.0°→-65.7°
  • 0.66–0.94 s — activatescr stage 2: torso x-turn -3.5°→-8.8°, ruparm x-turn 17.6°→-11.6°, head x-turn 0.0°→-8.4°, rarm x-turn -65.7°→-97.4°
  • 0.94–1.20 s — activatescr stage 3: gun y-move 0.00 elmo→-1.15 elmo, torso x-turn -8.8°→-2.5°, ruparm x-turn -11.6°→-46.1°, head x-turn -8.4°→-4.9° …
  • 1.20–1.44 s — activatescr stage 4: leftshoulder z-move 0.00 elmo→1.80 elmo, luparm y-move 0.00 elmo→-0.40 elmo, larm y-move 0.00 elmo→-0.45 elmo, gun z-move 0.00 elmo→0.75 elmo …
  • 1.44–1.54 s — activatescr stage 5: leftshoulder z-move 1.80 elmo→1.85 elmo, luparm y-move -0.40 elmo→-0.45 elmo, larm y-move -0.45 elmo→-0.45 elmo, leftshoulder y-turn -27.1°→-27.4° …
  • 1.54–1.65 s — activatescr stage 6: sleave x-turn 0.0°→45.0°
  • 1.65–1.69 s — activatescr stage 7: sleave x-turn 45.0°→180.0°
  • 1.69–1.77 s — activatescr stage 8: barrel z-move 0.00 elmo→3.65 elmo
  • 1.77–1.91 s — activatescr stage 9: scope y-move 0.00 elmo→-0.65 elmo, scope x-turn 0.0°→-19.3°
  • 1.91–2.08 s — activatescr stage 10: scope y-move -0.65 elmo→-1.15 elmo, scope x-turn -19.3°→0.0°
  • 3.28–3.48 s — deactivatescr stage 1: leftshoulder z-move 1.85 elmo→1.05 elmo, scope y-move -1.15 elmo→-0.65 elmo, barrel z-move 3.65 elmo→0.00 elmo, ruparm x-turn -66.8°→-40.8° …
  • 3.48–3.68 s — deactivatescr stage 2: leftshoulder z-move 1.05 elmo→0.00 elmo, larm y-move -0.45 elmo→0.00 elmo, scope y-move -0.65 elmo→0.00 elmo, ruparm x-turn -40.8°→-29.9° …
  • 3.68–3.88 s — deactivatescr stage 3: luparm y-move -0.45 elmo→0.00 elmo, larm y-move 0.00 elmo→0.00 elmo, ruparm x-turn -29.9°→-48.9°, luparm x-turn -40.8°→-25.7° …
  • 3.88–4.08 s — deactivatescr stage 4: ruparm x-turn -48.9°→-13.7°, luparm x-turn -25.7°→-1.1°, larm x-turn 0.0°→-24.3°, sleave x-turn 90.0°→0.0°
  • 4.08–4.28 s — deactivatescr stage 5: gun y-move -1.15 elmo→0.00 elmo, ruparm x-turn -13.7°→0.0°, luparm x-turn -1.1°→-1.1°, larm x-turn -24.3°→-11.6° …
  • 4.28–4.48 s — deactivatescr stage 6: gun y-move 0.00 elmo→0.00 elmo, gun z-move 0.75 elmo→0.00 elmo, luparm x-turn -1.1°→0.0°, larm x-turn -11.6°→0.0° …
  • 4.48–4.88 s — deactivatescr stage 7: rarm x-turn -4.9°→0.0°, gun x-turn 20.4°→0.0°
  • 4.88–5.48 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).