Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func OpenSchemaFile ¶
OpenSchemaFile loads a get 5 configuration json from a filesystem path.
func SaveSchemaFile ¶
SaveSchemaFile saves a get 5 configuration to a json file
Types ¶
type Match ¶
type Match struct { // MatchTitle is a wrapper of the server's mp_teammatchstat_txt cvar, but can use {MAPNUMBER} and {MAXMAPS} as variables that get replaced with their // integer values. In a BoX series, you probably don't want to set this since Get5 automatically sets mp_teamscore cvars for the current series score, // and take the place of the mp_teammatchstat cvars. Default: "Map {MAPNUMBER} of {MAXMAPS}" MatchTitle string `json:"match_title,omitempty"` // MatchID is the ID of the match. This determines the matchid parameter in all forwards and events. If you use the MySQL extension, you should leave // this field blank (or omit it), as match IDs will be assigned automatically. If you do want to assign match IDs from another source, they must be // integers (in a string) and must increment between matches. Default: "" MatchID string `json:"matchid,omitempty"` // ClinchSeries If false, the entire map list will be played, regardless of score. If true, a series will be won when the series score for a team // exceeds the number of maps divided by two. Default: true ClinchSeries *bool `json:"clinch_series,omitempty"` // NumberOfMaps The number of maps to play in the series; must be positive, odd number NumberOfMaps *int `json:"num_maps,omitempty"` // PlayersPerTeam is the number of players per team. You should never set this to a value higher than the number of players you want to actually play in // a game, excluding coaches. PlayersPerTeam *byte `json:"players_per_team,omitempty"` // CoachesPerTeam is the maximum number of coaches per team. CoachesPerTeam *byte `json:"coaches_per_team,omitempty"` // MinPlayersToReady is the minimum number of players that must be present for the !forceready command to succeed. If not forcing a team ready, all // players must !ready up themselves. Default: 0 MinPlayersToReady *byte `json:"min_player_to_ready,omitempty"` // MinSpectatorsToReady is the minimum number of spectators that must be !ready for the game to begin. Default: 0 MinSpectatorsToReady *byte `json:"min_spectators_to_ready,omitempty"` // SkipVeto determines whether to skip the veto phase. When skipping veto, map_sides determines sides, and if map_sides is not set, sides are determined // by side_type. Default: false SkipVeto *bool `json:"skip_veto,omitempty"` // VetoFirst is The team that vetoes first. Default: "team1". Allowed values are "team1", "team2", and "random". VetoFirst string `json:"vetofirst,omitempty"` // SideType is the method used to determine sides when vetoing or if veto is disabled and map_sides are not set. This parameter is ignored if map_sides // is set for all maps. standard and always_knife behave similarly when skip_veto is true. // "standard" means that the team that doesn't pick a map gets the side choice (only if skip_veto is false). // "always_knife" means that sides are always determined by a knife-round. // "never_knife" means that team1 always starts on CT." SideType string `json:"side_type,omitempty"` // MapSides Determines the starting sides for each map. If this array is shorter than num_maps, side_type will determine the side-behavior of the // remaining maps. Ignored if skip_veto is false. Allowed values are "team1_ct", "team1_t", "knife". MapSides []string `json:"map_sides,omitempty"` // Spectators is the spectators to allow into the game. If not defined, spectators cannot join the game. Spectators json.RawMessage `json:"spectators,omitempty"` // MapList is the map pool to pick from, as an array of strings (["de_dust2", "de_nuke"] etc.), or if skip_veto is true, the order of maps played // (limited by num_maps). This should always be odd-sized if using the in-game veto system. MapList []string `json:"maplist"` // FavoredPercentageTeam1 is a wrapper for the server's mp_teamprediction_pct. This determines the chances of team1 winning. Default: 0 FavoredPercentageTeam1 *byte `json:"favored_percentage_team1,omitempty"` // FavoredPercentageText is a wrapper for the server's mp_teamprediction_txt. Default: "". FavoredPercentageText string `json:"favored_percentage_text,omitempty"` // Team1 starts as Counter-Terrorists (mp_team1) Team1 MatchTeam `json:"team1"` // Team2 starts as Terrorists (mp_team2) Team2 MatchTeam `json:"team2"` // Cvars contains various commands to execute on the server when loading the match configuration. This can be both regular server-commands and any Get5 // configuration parameter, i.e. {"hostname": "Match #3123 - Red vs. Blu"} Cvars map[string]string `json:"cvars,omitempty"` }
Match represents a get5 match
type MatchTeam ¶
type MatchTeam struct { // Players contains the players on the team. Players json.RawMessage `json:"players"` // Coaches, similarly to Players, this object maps coaches using their Steam ID and name, locking them to the coach slot unless removed using // get5_removeplayer. Setting a Steam ID as coach takes precedence over being set as a player. Coaches json.RawMessage `json:"coaches,omitempty"` // Name is the team's name. Sets mp_teamname_1 or mp_teamname_2. Printed frequently in chat. If you don't define a team name, it will be set to team_ // followed by the name of the captain. Name string `json:"name"` // Tag is a short version of the team name, used in clan tags in-game (requires that get5_set_client_clan_tags is disabled). Tag string `json:"tag,omitempty"` // Flag is the ISO-code to use for the in-game flag of the team. Must be a supported country, i.e. FR,UK,SE etc. Flag string `json:"flag,omitempty"` // Logo The team logo (wraps mp_teamlogo_1 or mp_teamlogo_2), which requires to be on a FastDL in order for clients to see. Logo string `json:"logo,omitempty"` // SeriesScore is the current score in the series, this can be used to give a team a map advantage or used as a manual backup method. SeriesScore *int `json:"series_score,omitempty"` // MatchText wraps mp_teammatchstat_1 and mp_teammatchstat_2. You probably don't want to set this, in BoX series, mp_teamscore cvars are automatically // set and take the place of the mp_teammatchstat_x cvars. MatchText string `json:"matchtext,omitempty"` }
MatchTeam represents a CSGO side (CT/T).
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