Staged Reloads
The footage is outdated the slide doesn't pop back when pulling the gun out anymore
HDTF has support for Staged Reloads.
Staged reloads work off of animation events
Animation Events
the animation events are called
AE_WPN_STAGE_MAGIN
When the mag is taken outAE_WPN_STAGE_EMPTY_MAGIN
When the gun has 0 ammo in its clip and the mag is taken outAE_WPN_STAGE_BOLTRELEASE
When the gun has a mag inside of it but the bolt hasn't been releasedAE_WPN_FULLCLIP1
Fills the clip of the gun to the max clip capacityAE_WPN_STAGE_ONEBULLET
Sets clip to only have 1 bullet and gives back the rest of the ammo that was inside of the clip back into the ammo reserve
these are just basic Booleans
they are turned on and off based on an animation frame
Activity Names
the following activities used for staged reloads are
ACT_VM_STAGE_MAGIN
ACT_VM_STAGE_EMPTY_MAGIN
ACT_VM_STAGE_BOLTRELEASE
these are the activities that are called when the corresponding
animation event is set to 1
Emaxple Sequences
here are examples of how you might set up a sequence for staged reloads inside your qc file
ACT_VM_RELOAD
$sequence "reload" {
"v_1911_anims\reload.smd"
activity "ACT_VM_RELOAD" -1
//////Reload stage
{ event AE_WPN_STAGE_MAGIN 34 "1" }
{ event AE_WPN_STAGE_ONEBULLET 35 }
{ event AE_WPN_STAGE_MAGIN 70 "0" }
{ event AE_WPN_FULLCLIP1 71 }
fadein 0.2
fadeout 0.2
snap
fps 60
}
ACT_VM_RELOAD_EMPTY
$sequence "reload_empty" {
"v_1911_anims\reload_empty.smd"
activity "ACT_VM_RELOAD_EMPTY" -1
//////Reload stage
{ event AE_WPN_STAGE_EMPTY_MAGIN 17 "1" }
{ event AE_WPN_STAGE_EMPTY_MAGIN 58 "0" }
{ event AE_WPN_STAGE_BOLTRELEASE 59 "1" }
{ event AE_WPN_STAGE_BOLTRELEASE 104 "0" }
{ event AE_WPN_FULLCLIP1 105 }
fadein 0.2
fadeout 0.2
snap
fps 60
}
ACT_VM_STAGE_MAGIN
$sequence "reload_magin_stage" {
"v_1911_anims\reload_magin_stage.smd"
activity "ACT_VM_STAGE_MAGIN" -1
{ event AE_WPN_STAGE_MAGIN 41 "0" }
{ event AE_WPN_FULLCLIP1 41 }
fadein 0.2
fadeout 0.2
snap
fps 60
}
ACT_VM_STAGE_EMPTY_MAGIN
$sequence "reload_empty_magin_stage" {
"v_1911_anims\reload_empty_magin_stage.smd"
activity "ACT_VM_STAGE_EMPTY_MAGIN" -1
{ event AE_WPN_STAGE_EMPTY_MAGIN 40 "0" }
{ event AE_WPN_STAGE_BOLTRELEASE 41 "1" }
{ event AE_WPN_STAGE_BOLTRELEASE 86 "0" }
{ event AE_WPN_STAGE_MAGIN 40 "0" } //DO THIS ON MAGIN EMPTY TO FIX BOLT RELEASE
{ event AE_WPN_FULLCLIP1 86 }
fadein 0.2
fadeout 0.2
snap
fps 60
}
Important
we need to set AE_WPN_STAGE_MAGIN
to 0
here so we can fix the bolt release caused by the activity being called incorrectly
ACT_VM_STAGE_BOLTRELEASE
$sequence "reload_empty_bolt_stage" {
"v_1911_anims\reload_empty_bolt_stage.smd"
activity "ACT_VM_STAGE_BOLTRELEASE" -1
{ event AE_WPN_STAGE_BOLTRELEASE 16 "0" }
{ event AE_WPN_STAGE_MAGIN 1 "0" }
{ event AE_WPN_FULLCLIP1 17 }
fadein 0.2
fadeout 0.2
snap
fps 60
}
Pose Parameter
We use pose parameters to make sure the gun's bolt stays locked back even when switching weapons
the pose parameter is called pose_depleted
Example Pose Parameter
$poseparameter "pose_depleted" 0 1 loop 0
$animation "a_normal" "v_1911_anims\idle.smd" {
frames 0 0
}
$animation "a_empty" "v_1911_anims\slide_poses.smd" {
frames 1 1
subtract "a_normal" 0
}
$animation "a_full" "v_1911_anims\slide_poses.smd" {
frames 0 0
subtract "a_normal" 0
}
$sequence "empty_power" {
"a_full"
"a_empty"
autoplay
blend "pose_depleted" 0 1
blendwidth 2
delta
fadein 0.2
fadeout 0.2
hidden
}
Weapon And Magazine BodyGroups
for the bodygroups on the magazine to work properly
we need to setup propper bodygroups
for the weapons itself and for the magzine
Example BodyGroups
the following is a properly setup bodygroup for the weapon viewmodel
Note
the Mesh of the gun needs to be made without a magazine on it and the mag needs to be a mesh without a weapon on it
you can use your normal mesh to do this
Info
for more help with Staged Reloads
join the HDTF Discord server to ask for Help on the subject