🛡️ TA Archive

Underwater Energy Storage (ARM) Render Control

The COB animates nothing (Create/SmokeUnit/SweetSpot/Killed only). The show is the engine-cycled glow texture on the dont-cache piece box — the glow box (4 prims). Create marks it dont-cache.

Animation

Underwater Energy Storage (ARM) animation

PNG frames

Underwater Energy Storage (ARM) frame
Frame 0 / 470.00 s

Glow wave (texture glow, ARMBLDG.GAF)

  • 0–3.2 s — one full brightness triangle: 8 GAF frames stepped every ~400 ms — (248,237,167) → (230,212,137) → (189,176,105) → (217,94,0) → (190,82,0) → mirrored back up. 5 distinct brightness states.

The GAF entry frames are the wave. Step cadence = the engine's global texture-animation clock (measured ~400 ms/step on the flight-field lamps, synchronous across units). SmokeUnit/Killed are engine hooks — not part of this loop.