Custom server
A custom server is ideal for development: you can choose a map, restart the match, and test Reflex without matchmaking.
Create one
Section titled “Create one”- Open the custom-server section from the main menu.
- Optionally provide a link to a custom game configuration.
- Create the server and wait for the connection.
- Open the pause menu to copy its invite code.
- Share the code only with participants you trust.
Lua modules start after the game session is loaded.
Permissions
Section titled “Permissions”Server commands have access levels:
- Anybody: general commands;
- Host: the custom-server owner;
- Admin: internal administrative and diagnostic commands.
The console exposes only commands allowed for the current player and match mode. A matchmaking session may therefore show a different set.
Module workflow
Section titled “Module workflow”- enable the regular module you need;
- select one Reflex module when required;
- create the server;
- open the
~console and select the module filter; - save source files and wait for hot reload;
- use round-management commands for a repeatable scenario.
Inspect the module log for messages from both sides when testing client/server exchange.
Custom configuration
Section titled “Custom configuration”The creation UI accepts a game-configuration link. A configuration can alter items, global constants, and mechanic flags.
After changing a connected configuration, run:
reloadThis reloads the server game database. A particular parameter may still require a map or round restart.
Current parameter names are available through GameConfig. Do not use an old configuration sheet that does not match the current game build.
Minimal testing sequence
Section titled “Minimal testing sequence”map-listrestartstartmap-listprints available technical map names;restartreloads the current map and returns to warmup;startstarts the match from warmup.
See server commands for the complete user-facing list.