🛡️ TA Archive

Spoiler (CORMLV) Render Control

COB-exact: timeline 1:1 from cormlv.cob (activatescr/deactivatescr, disassembled with _cob_dis.py). StateChg staged-deploy family: 4 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

Spoiler animation

PNG frames

Spoiler frame
Frame 0 / 770.00 s

COB timeline (CORMLV.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–0.42 s — activatescr stage 1: Gun y-turn 0.0°→-90.0°
  • 0.42–0.84 s — activatescr stage 2: Gun y-move 0.00 elmo→4.50 elmo, Door1 z-turn 0.0°→-91.8°, Door2 z-turn 0.0°→88.8°
  • 0.84–1.27 s — activatescr stage 3: Door1 x-move 0.00 elmo→-0.25 elmo, Door1 y-move 0.00 elmo→-4.70 elmo, Door2 y-move 0.00 elmo→-4.60 elmo, Stand y-move 0.00 elmo→3.05 elmo …
  • 1.27–2.27 s — activatescr stage 4: Door1 x-move -0.25 elmo→-0.15 elmo, Door1 y-move -4.70 elmo→-4.65 elmo, Door2 y-move -4.60 elmo→-4.65 elmo, Turret x-move 0.00 elmo→2.00 elmo …
  • 3.47–3.90 s — deactivatescr stage 1: Door1 x-move -0.15 elmo→-0.25 elmo, Door1 y-move -4.65 elmo→-4.70 elmo, Door2 y-move -4.65 elmo→-4.60 elmo, Turret x-move 2.00 elmo→0.00 elmo …
  • 3.90–4.34 s — deactivatescr stage 2: Door1 x-move -0.25 elmo→0.00 elmo, Door1 y-move -4.70 elmo→0.00 elmo, Door2 y-move -4.60 elmo→0.00 elmo, Stand y-move 3.05 elmo→0.00 elmo …
  • 4.34–4.77 s — deactivatescr stage 3: Gun y-move 4.50 elmo→0.00 elmo, Door1 z-turn -91.8°→0.0°, Door2 z-turn 88.8°→0.0°
  • 4.77–5.63 s — deactivatescr stage 4: Gun y-turn -90.0°→0.0°
  • 5.63–6.23 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).