Controls list Aim Down the Sight and Hold Aim Down the Sight; pressing hold clears a toggle latch so release always leaves ADS. MWHEELUP and MWHEELDOWN bind from the menu, the console and saved settings, and wheel scroll reaches the game as discrete presses, so weapon cycling works on the wheel. Closes #6 Closes #7
3.7 KiB
Run and poke the live game
How to touch the live process. Observation is PERF.md.
set -a; . ./.env; set +a # IW4L_GAMES; DISPLAY=:0 if the session has none
make map mp_boneyard CMDS='spawn assault; 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.
Controls are frozen until the match starts. sim::step allows movement only
in MatchPhase::Playing; hold +attack, +forward and move do nothing before
then. You wait out PLAYER_WAIT_MS 15 s + MATCH_START_MS 5 s
(crates/gamemode_iw4/src/prematch.rs) — bots (≥ 2 live players) cut the first
timer short, a single-player script waits the full 20 s. The verb is shorter:
wait world; spawn assault; force_match_start; wait 1s; …, and a script
involving firing, hits or decals lies with a zero without it.
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;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); delete it to get the presets back.