🛡️ TA Archive

uw_comm (UW_COMM) Render Control

Live preview (JavaScript)

The loop is played live in your browser from the validated loop table (the same data the reference render below was made from); the badge on the player is its self-test (seam + motion probes). The pre-rendered reference follows.

Melee Commander — from the unit’s FBI.

COB-exact: timeline 1:1 from uw_comm.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

uw_comm animation

PNG frames

uw_comm frame
Frame 0 / 1480.00 s

COB timeline (UW_COMM.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–4.09 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 7.09–11.09 s — 4 shots at the lightsaber reloadtime (1000 ms) — barrels/flares per the compiled script (flashes only)
  • 11.09–17.14 s — AimTertiary(8192, 3641) + 2 shots at the miniLIGHTNING reloadtime (1450 ms) — barrels/flares per the compiled script (flashes only)
  • 24.68–24.68 s — AimPrimary(0, 0) and the other weapons’ close calls: back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 24.68–25.28 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).