🛡️ TA Archive

Envoy (CORTSHIP) Render Control

COB-exact: timeline 1:1 from cortship.cob (duty cycle (boomextend/boomreset), 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

Envoy animation

PNG frames

Envoy frame
Frame 0 / 1730.00 s

COB timeline (CORTSHIP.COB)

  • 0.40–5.40 s — StartDoorOpen(): loading ramps — doors swing ±90°, ramps drop 9 elmo, 5 s hold to load, then close again
  • 5.40–5.60 s — BoomCalc(15 elmo, 15 elmo): pickup spot to starboard — sets the boom length and tower angle statics
  • 0.40–10.97 s — boomextend(): opens the structure at its COB speeds
  • 10.97–12.97 s — hold + magnet ON over the pickup spot (2 s) — in the game the load sticks to the arm here; the magnet stays visible as the attachment point
  • 13.17–13.87 s — rest — the folded pose is the loop seam (pixel-verified) | compiled quirk: the close never returns arm4 z-move (left at -5.00 elmo) — the compiled close script does not touch these channels (in game the pieces stay where the open phase left them); the loop renders that steady state and does not "repair" the script

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).