Reload Sequences

Updated 2 weeks ago

If you're not familiar with GTFO's code, the idea of reload sequences is likely going to be confusing.

GTFO uses reload 'sequences' to determine how long certain animations last, and when audio plays. While each gun has a set reload time, the sequence determines when certain parts of the animation occur.

To explain it in simpler terms, i've made 'timeline' mockups of reload sequences.

A proper reload sequence looks like this:

<-------------------------------------------------------------------------------->

Rel starts................................................mag inserts...................................................................Rel finishes

But many sequences are not set up properly. This leads to issues like ammo counts not actually updating when the mag inserts, or if the ending trigger is set too late, the animation will finish early and the gun will be stuck in the idle pose, but you can't actually fire because it's still waiting for the full reload time to finish.

An example of a sequence with an improper ending trigger would look like this:

<------------------------------------------------------///////////////////////////////>

Rel starts......................mag inserts...............................Rel finishes......Dead zone (animation finished, but you can't fire the gun)

By fixing these bad triggers, the animation accurately reflects the reload time indicated in the gun stats. For most guns, this will slow the animation, and therefore slow their reload cancel.