Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
4.2 KiB
Run and poke the live game
How to touch the live process. Observation is PERF.md.
Two players through the master: make duo.
set -a; . ./.env; set +a # IW4L_GAMES; DISPLAY=:0 if the session has none
make map mp_boneyard CMDS='spawn 0; wait 2s; quit'
cargo run --profile play -p launcher -- map iw5:mp_overwatch --cmds '…'
make passes no foreign flags through: in the Makefile it is CMDS, on the
binary --cmds. The colon is a GNU make pattern, so make map iw5:… fails —
write make map ZONE=iw5:mp_overwatch or use cargo run. Recipes: make scenario, chaos, bench (BENCH.md), bench-live, lifecycle-*
(*_CMDS in the Makefile). Live recipes use [profile.play]; LTO is PROFILE=release.
GSC controls the start freeze. freezecontrols constrains authority movement;
snapshots carry the same constraints into client prediction and command replay.
Wait for the loaded mode's countdown, or use the debug command:
wait world; spawn 0; force_match_start; wait 1s; ….
Firing, hit and decal probes must start after the countdown releases the player.
Sync by default. Ritual waits are unnecessary: a command holds the FIFO
until its own fact — map/demo/play until the swap plus GPU-ready
WorldScene::spawned, spawn until AppScreen::InGame, move/look/tp
until a matching presented pose, force_match_start until Playing,
disconnect until the hold is torn down. wait Ns remains, for pacing and
observation windows. The & suffix is a loud refusal to wait (map mp_rust &),
! jumps the queue (in bash write disconnect !, or history expansion bites).
The 120 s gate timeout aborts the rest with an echo; parsing is
crates/console/src/. Hand-typed dump/clip/screenshot pass through any
wait while preserving the queue, which inside --cmds takes an explicit !.
A hand-typed quit/exit/disconnect goes further: it jumps every hold,
wait 60s included, and releases it. A quit written into --cmds does not —
it is part of the script and waits its turn.
Verbs and traps
map spawn class give attach name kill damage move tp look nudge press hold release bind bot wait mark record stoprecord clip demo dump screenshot ui disconnect quit finish_run
plus the debug force_match_start / showpos. quit leaves now and abandons
whatever screenshot was queued or half-written; finish_run is the scripted
ending that waits for those files first. disconnect leaves the session, not
just the world — it also leaves the room, or closes it when hosting, and works
with no map installed. bot is
add | dummy | hold | tp | give | fire; dump [name] writes the current snapshot into
dumps/. clip writes the last available 45 s into clips/<ULID>/ (demo + dump)
on host and clients — the host records authority, a client the snapshots it
received plus its own presented state; demo LATEST plays it back.
- ADS is
hold +speed_throw, not+speed; - Aim binding:
bind MOUSE2 +speed_throwaims only while held;bind MOUSE2 +toggleads_throwtoggles aim on each press. Both are available under Options → Controls → Actions, and the chosen bind is saved in settings. - bolt action (
fire_type=1):hold +attackis one shot, and a full magazine will not reload itself (press +attack×N, thenpress +reload); lookwithoutLookStateonly writesps.viewangles— no aiming;- Use (
+activateor+usereload) retrieves your settled C4, claymores and deployable gadgets when there is room in their equipment ammo slot. givetakes a namespace:give t5:weapon/psg1_acog,give iw5:weapon/msr.- custom classes live in
iw4l-artifacts/profile/classes.txt(one tab-separated row per class);spawn 0selects the first slot. Delete the file to generate five available classes again.
Video settings include brightness (50–150%, neutral 100%) and FOV (65–120°)
sliders. Drag with the mouse or use Left/Right on the focused slider; the value
appears to its right. Multiplayer settings contain the player-name field
(Enter to edit and accept, Escape to cancel). These settings persist across
launches in $XDG_CONFIG_HOME/iw4l/settings.cfg or ~/.config/iw4l/settings.cfg
on Linux; IW4L_SETTINGS_PATH selects a separate profile for probes.