Commands
Every slash command and who can use it.
All replies are visible only to you.
| Command | Who | What it does |
|---|---|---|
/start | Starter role | Joins the command channel and every enabled party channel, then reports each squad. Add squads to bring in only the first N enabled squads today, or pick to name them (1,3,5 or 1-4) |
/stop | Starter role | Ends the relay and pulls every bot out |
/status | Anyone | Shows whether a relay runs, who is calling, per-squad status and your plan |
/ping | Anyone | Gateway and backend latency, listener state |
/link-start | Starter role, Alliance plan | Relays this server's command channel into party channels of both linked servers. squads and pick choose your side, allied-squads and allied-pick the other side |
/link-stop | Starter role, Alliance plan | Takes the allied server out of the relay. Run where the relay started, it drops the other side and your squads carry on; run on the other side, it withdraws that side's own squads. /stop then ends what is left |
Starting from the board
The board's console has a Start relay button while nothing runs: pick today's squads by clicking their chips, tick the allied server if you want a cross-server relay, and start. Whoever presses it counts as a caller once the relay runs, like the person who types /start. The console reports what happened within a couple of seconds, and Stop relay ends it from the same place.
Scheduled starts
Scheduled starts on the board lets an officer book a relay for an exact time, once or every week at that time, with the same squad picker. It fires to the second in the officer's own time zone, weekly repeats keep their wall-clock time across daylight-saving changes, and Warcaller Command sends the officer a direct message saying whether it started and how many squads connected, or why it could not. A booked start that finds the fleet asleep for more than ten minutes is reported as missed rather than started late.
Fewer squads today
The dashboard decides which squads exist; the person starting the relay decides how many join today. A raid that only fills five parties runs /start squads:5; a cross-server night with six parties here and three on the allied side runs /link-start squads:6 allied-squads:3. Squads are taken in slot order, so keep the parties you use most on the low slots. To name exact squads instead, use pick (1,3,5) or a range (1-4). The reply lists what joined and anything left out, and the board shows the unused squads as idle. Without these inputs every enabled squad joins, as before.