COB-exact: timeline 1:1 from ARMFRT.COB (rev31.gp3, the 3.1 balance). the naval Defender on a floating platform: same ratchet head + RockUnit.
Animation

PNG frames

Frame 0 / 1070.00 s
COB timeline (ARMFRT.COB)
- 0.40–0.70 s — AimPrimary(+45°, +20°): turret y at 250°/s, gun x at 250°/s (target = 0−pitch).
- 1.20–5.20 s — 3-shot salvo at the weapon's 2 s reload (
ARMRL_MISSILE— the NS variant fires the SAME def).FirePrimaryonly advances the shot counterstatic01→2→3→1 — the launch flash and smoke (startsmoke=1,soundstart=rockhvy2) are ENGINE effects; the COB hides the flare piece at Create and never shows it again. - 2.20 / 4.20 / 6.20 s — re-aims track the target (+24°/+28°, then back) — and carry the barrel ratchet: the missile pack rotates to the counter's position (0° / +120° / −120° at 400°/s) = the classic per-shot mechanical indexing (3 positions, counter resets after shot 3).
- 6.20–6.60 s — AimPrimary(0, 0) back to rest (no RestoreAfterDelay in this COB).
- RockUnit (naval) — the engine rocks the floating base on the waves (base x/z overshoot + settle at 15/12/3 deg/s, arguments from outside) — engine hook, not part of this loop.
There is no RestoreAfterDelay in this COB — the turret stays aimed; the loop's closing AimPrimary(0,0) is the call the engine would send next.