🛡️ TA Archive

Executioner (CORCRUS) Render Control

COB-exact: timeline 1:1 from corcrus.cob (aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 1 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

Executioner animation

PNG frames

Executioner frame
Frame 0 / 1920.00 s

COB timeline (CORCRUS.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–1.15 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 1.15–13.50 s — salvo: 4 shots at the weapon reloadtime (2900 ms) — barrels/flares alternate per the compiled toggle (barrel1, barrel2, barrel1, barrel2)
  • 13.50–14.79 s — AimPrimary(0, 0): back to the rest aim (the aim call the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 14.79–15.39 s — rest again — loop restarts seam-clean (frame N = frame 0, pixel-verified)

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).