🛡️ TA Archive

Shipyard (ARMSY) Render Control

COB-exact: timeline 1:1 from armsy.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

Shipyard animation

PNG frames

Shipyard frame
Frame 0 / 850.00 s

COB timeline (ARMSY.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–1.15 s — activatescr stage 1: nano2 y-move 0.00 elmo→7.80 elmo, nano1 y-move 0.00 elmo→7.75 elmo
  • 1.15–1.91 s — activatescr stage 2: nano2 x-turn 0.0°→-311.8°, nano1 x-turn 0.0°→-312.3°
  • 1.91–2.71 s — activatescr stage 3: turret1 y-turn 0.0°→-45.0°, turret2 y-turn 0.0°→45.4°
  • 3.91–4.66 s — deactivatescr stage 1: turret1 y-turn -45.0°→0.0°, turret2 y-turn 45.4°→0.0°
  • 4.66–5.41 s — deactivatescr stage 2: nano2 x-turn -311.8°→0.0°, nano1 x-turn -312.3°→0.0°
  • 5.41–6.21 s — deactivatescr stage 3: nano2 y-move 7.80 elmo→0.00 elmo, nano1 y-move 7.75 elmo→0.00 elmo
  • 6.21–6.81 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).