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Run and poke the live game

How to touch the live process. Observation is PERF.md. Two players through the dev master: make approved SCENARIO=master_duo_chaos (scenario and setup).

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.

Linux startup creates iw4, iw5, t5 and t6 symlinks in IW4L_GAMES for missing games with exactly one valid Steam installation. Existing entries are preserved.

Cheats are on by default. The host accepts the debug actions: move, look, tp, nudge, god, kill, damage, force_spawn, force_match_start, rotatevelocity and the give supply commands. --no-cheats turns them off for map, serve and menu; a lobby host toggles them in the game setup.

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 god 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.

  • god toggles invincibility for a live player; repeat it to turn protection off. It blocks damage while cheats are enabled; kill still forces death.
  • ADS is hold +speed_throw, not +speed;
  • Hold Shift (+breath_sprint) or bind +holdbreath to steady eligible sights at full ADS. Breath lasts 4.5 seconds; releasing or exhausting it requires recovery.
  • Aim binding: bind MOUSE2 +speed_throw aims only while held; bind MOUSE2 +toggleads_throw toggles 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 +attack is one shot, and a full magazine will not reload itself (press +attack ×N, then press +reload);
  • look without LookState only writes ps.viewangles — no aiming;
  • Use (+activate or +usereload) retrieves your settled C4, claymores and deployable gadgets when there is room in their equipment ammo slot.
  • give searches one completion list: give ammo, give killstreak/uav, or give weapon/iw5:msr [attachment...]. Search by any part of the name, then accept the suggested item.
  • give killstreak/care_package and give killstreak/pave_low acquire rewards without activating them. Available familiar names appear alongside script names in autocomplete.
  • give ammo refills carried reserves and equipment; reload magazines normally. Supply commands require a live player and a host allowing debug actions.
  • bot hints follow the subcommand: counts, on/off, current bot IDs, weapons, and tp … above.
  • custom classes live in iw4l-artifacts/profile/classes.txt (one tab-separated row per class); spawn 0 selects the first slot. Delete the file to generate five available classes again. Random presets use a pool of 20: five each for IW4, IW5, T5 and T6, with IW4 equipment. Players and bots select only presets supported by the loaded weapons, attachments and equipment.

Callsign on the main menu selects a title and emblem. Killstreaks selects three rewards with different kill requirements; Apply saves the selection for the next loadout. Both persist in iw4l-artifacts/profile/barracks.txt. Titles, emblems and rewards are available without progression requirements.

Video settings include brightness (50–150%, neutral 100%) and FOV (65–120°) sliders and a saved First person / Third person camera selector. Use thirdperson to toggle, thirdperson 0|1 to select, or set cg_thirdPerson 0|1. Death, killcam and remote missile cameras take priority. 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 settings file for probes. Listen hosts also persist the three script completion percentages in profile.cfg beside that file. IW4L_PROFILE_PATH overrides the completion-profile path.

Listen hosts and clients store a signing key and derived account ID in account.dat beside settings.cfg; IW4L_ACCOUNT_PATH overrides that path. The file can also hold schema-stamped player-data snapshots. Listen imports them before match scripts start and saves authority changes. New Listen buffers receive the authored schema stamp, ten localized class names and captured stat defaults before level entry scripts start. Player-data methods read and write the bound schema buffer; external scripts block persistent-data writes. IW4 remote admission exchanges a signed profile before gameplay; host updates save locally before acknowledgement. Installed multiplayer validation and schema migration remain incomplete. Older account files upgrade while retaining stats; conflicting disk revisions refuse save instead of overwriting another writer.