🛡️ TA Archive

Defender (ARM) Render Control

COB-exact: timeline 1:1 from ARMRL.COB (rev31.gp3, the 3.1 balance). twin tracked aim with the 3-position missile-pack ratchet.

Animation

Defender (ARM) animation

PNG frames

Defender (ARM) frame
Frame 0 / 1070.00 s

COB timeline (ARMRL.COB)

  • 0.40–0.70 s — AimPrimary(+45°, +20°): turret y at 250°/s, launcher 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). FirePrimary only advances the shot counter static0 1→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).

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.