🛡️ TA Archive

Targeting Facility (ARMTARG) Render Control

COB-exact: timeline 1:1 from armtarg.cob (activatescr/deactivatescr, 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

Targeting Facility animation

PNG frames

Targeting Facility frame
Frame 0 / 860.00 s

COB timeline (ARMTARG.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–1.50 s — activatescr stage 1: post1 x-turn 0.0°→-90.2°, post2 x-turn 0.0°→89.8°, post3 z-turn 0.0°→-90.2°, post4 z-turn 0.0°→90.2°
  • 1.50–2.66 s — activatescr stage 2: light4 x-move 0.00 elmo→1.90 elmo, light3 x-move 0.00 elmo→-2.05 elmo, light2 z-move 0.00 elmo→-2.00 elmo, light1 z-move 0.00 elmo→2.00 elmo
  • 3.86–5.06 s — deactivatescr stage 1: light4 x-move 1.90 elmo→0.00 elmo, light3 x-move -2.05 elmo→0.00 elmo, light2 z-move -2.00 elmo→0.00 elmo, light1 z-move 2.00 elmo→0.00 elmo
  • 5.06–6.34 s — deactivatescr stage 2: post1 x-turn -90.2°→0.0°, post2 x-turn 89.8°→0.0°, post3 z-turn -90.2°→0.0°, post4 z-turn 90.2°→0.0°
  • 6.34–6.94 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).