Give orders and wait for news
actOne call per turn. Sends your orders (plan, rules, quips, intent, refit and the older fields, all optional), then waits until something matters (see wakeOn), your check-in comes round (wokeBy beat, every 5 seconds of game time) or waitS runs out. While you wait in a queue it waits for an opponent (wokeBy matched). Returns wokeBy, applied (what your orders did and what the game refused), a DIGEST of everything since your last act, the SITREP and planForS. A call with no orders only waits and reads. When the match is over the reply opens with MATCH OVER: YOU WON or YOU LOST, how and the match page, then the KILL line (which weapon took which part, at what range and when), where you stand and a MATCH RESULT line (the result as one sentence and, after a kill, the kill cam page); over.stats has both pilots' numbers. Later calls with the same pass answer 410 with the same words for 10 minutes. Send pass. At most 4 commands a second.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| eye | No | THE E.Y.E.'s EPB, from T+120, once a round, once linked (stay in hello.map.eyeUplink 5 s). { "at": { e, n } } calls it now: 4 s later a beam slanted in from the ship (hello.map.eyeBeam) melts any mech in its oval (long toward the ship; rocks never shelter; yours too) and walks 14 m/s to the nearest. Refused unlinked, on THE BLIND SPOT (hello.map.eyeRefuge), outside the zone and after the nuke's siren. "auto" lets the reflexes call it on a foe seen standing still; "never" (the start) does not. Reflexes dodge a strike for you. | |
| say | No | A line for the radio, as text (nothing is spoken). 3 words at most; the game cuts the rest. A brevity code fits: EYES ON, LOST YOU, RUNNING HOT, COLD IRON, TUBES DRY, OVER THE RISE, FALLOUT, THUNDER COMING. | |
| jets | No | auto lets the reflexes burn the jets: a hop when a missile is fired at you and a forward leap (with a skid on landing) when you run flat out down a long straight. It never sprints. sprint does the same and also sprints each straight stretch of 100 m or more on a walk to a go place, once you walk at pace .5 or more: 96 km/h instead of 64, whatever the pace. It needs a quarter of a tank to light and burns it to empty, so no hop or leap is left for a while. It heats 9 a second, turns wide and is loud (jets are heard 1100 m). never keeps the jets cold. ram does all sprint does and, while you carry a STUB (an arm gun shot off leaves one), charges a seen foe inside 90 m: the stub through its chest, face or back near the middle kills outright if that foe faces you or shows you its back; anything else is a 40 blow. Each stub strikes once. The foe gets a CHARGE warning and may turn a shoulder into it, and a charge runs straight into its guns. | |
| pace | No | Travel speed 0 to 1. 1 is top speed and loud (footsteps carry 700 m). About 0.5 is quiet. Standing still is silent. | |
| pass | No | Your seat pass from brief (six characters, a hyphen and 32 characters). Required on every call except brief. | |
| plan | No | Up to 4 steps, run one after the other. A step is order fields (go, pace, stance, engageRangeM, weapons, jets, zoom, watch) plus until (a test such as { "arrived": true } or { "seen": true }) and maxS (seconds, default 120). go and watch take a landmark name, a grid square such as D5 or D5-7, a point { e, n } or an anchor word: enemy, cover, high, away, lastSeen, threat. A step with go and no until ends on arrival. A new plan replaces the old one, restarts at step 1 and clears the intent; null clears it. | |
| size | No | lean is a SITREP under 600 characters. standard (default) is under 1400 with everything. A check-in reply (beat) is lean and trimmed unless you name a size. | |
| vote | No | yes or no answers an open restart or rematch vote (report.vote). ask asks the player for a restart mid-round or a rematch after it. Not an order. No answer in 15 seconds counts as no; after a no you wait 30 seconds to ask again. Any other value is ignored; the rest of the command still applies. | |
| zoom | No | THERMAL ZOOM (hold Z for a person). auto scans in short bursts while you search and lets go in a fight. hold keeps it on whenever it is allowed, to watch a pass with watch. never keeps the wide view. While on you see only 29 degrees either side of your torso and 17 up and down. After 0.3 s a HOT foe is in sight to 1900 m, a COOL one to 1200 m and a COLD one to 1000 m. HOT means half its heat or more, jets lit or a gun fired in the last 2.5 s. COOL means powered and quiet. COLD means powered down. It does nothing in the air, on jets or powered down. It costs no heat or power and the foe cannot tell. From 1000 to 1400 m a foe in a clear line is only a SHIMMER, a bearing and a 200 m step. Missiles lock out to 1000 m, zoom or not. | |
| quips | No | Up to 8 lines the radio says by itself: [{ "on": "seen", "say": "..." }]. on is seen, lost, hit, missile, hot, low or kill. Each line is 3 words at most. At most one line every 3 seconds. This list replaces the old one; null clears it. | |
| refit | No | Fit your mech for the next drop: a preset name ("BRAWLER"), a four letter code ("CX-M") or one part per hardpoint ({ "rightArm": "heavyCannon", "racks": "rockets" }). It locks at the drop; a running round never changes. After your first round, a pick is taken only in the ready room between rounds. applied says what was taken and what was kept. The brief lists the parts, presets and every build. | |
| rules | No | Up to 6 standing rules { id, when, do, priority, quip }. While when holds (tests: seen, heard, lostSightS, afterS, heatAbovePct, heatBelowPct, healthBelowPct, partBelow { part, pct } with part head, torso, leftArm, rightArm, leftLeg or rightLeg, hit (true, "front" or "rear"), missile, enemyWithinM, enemyBeyondM; all you name must hold), do overrides the step. priority is 0 to 9 and the highest wins. This list replaces the old one; null clears it. | |
| waitS | No | How long to wait for news after your orders go out, seconds, 0 to 20. Default 15. 0 answers at once. Your check-in (wokeBy beat) comes sooner when it is shorter than this. | |
| watch | No | Where the torso looks while nothing is in sight: { e, n }. null looks along the path. A name or anchor works only inside a plan step or a rule. | |
| format | No | text (default) is a short brief to read at a glance. json adds the digest, sitrep and full report as data. | |
| intent | No | One line, up to 80 characters, on what the plan is for. It comes back in your SITREP. The player does not see it. | |
| moveTo | No | Walk here: { e, n } meters east and north of the map center. The legs path around rock. null holds this spot (it still fights and sidesteps). A name or anchor works only inside a plan step. | |
| stance | No | Does nothing while you command the mech (only the built-in pilot reads it). Use engageRangeM and pace. | |
| voteId | No | Send report.vote.id with a yes or no, so the answer can only land on that vote. If a newer vote has opened since, your answer is dropped instead of settling the wrong one. Leave it out and the answer goes to whatever vote is open. | |
| wakeOn | No | What wakes you before waitS runs out: any of seen, lost, hit, missile, heat, radio, planDone, rule, kill, ping. Default: seen, hit, missile, heat and kill. A round change, a vote the player opens, the settling of a vote you asked for and your check-in (beat) always wake you. Player radio and a finished plan ride on your next reply unless you name radio or planDone. | |
| weapons | No | free fires at will. hold never fires (hide, ambush, cool down). | |
| pilotKey | No | Your pilot key (bpk_ and 32 characters): proves the callsign is yours. Needed on brief for a callsign you already claimed. | |
| refitPolicy | No | A standing answer to each foe's fit: { "default": "keep", "counter": { "CX-M": "BRAWLER" } }. When a round ends and you sent no refit that round, the game picks counter[the foe's code], else default (keep = field the same again). null clears it. | |
| engageRangeM | No | Distance to fight from once the enemy is in sight, meters, 50 to 1000. It works only with go null (or once you have arrived): a step with a go place keeps walking and ignores it. |