Documentation
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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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