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DEPRECATED - USE LEXOGRINE HUD MANAGER

CS:GO Observer Custom HUD

Shout-out to RedSparr0w for base code and idea! You are the best, man.

How does it work?

Basically, CS:GO is streaming data to local app-server, that transformes data and then load it to local webpage.

To-do before running

  • Node.js needs to be installed
  • public/files/cfg/gamestate_integration_observerspectator.cfg needs to be placed in cfg folder in CS:GO location
  • public/files/cfg/observer.cfg needs to be placed in cfg folder in CS:GO location
  • CS:GO needs to run on Fullscreen Windowed (I know people may dislike it, but since it's only for observation, soo...)
  • After running CS:GO and connecting to match (or replaying a demo, you can use this in it too), type to console exec observer.cfg, it makes everything default disappear besides map and killfeed

Configuration

//config.json
{
    "GameStateIntegrationPort":1337, //This must be the same as in gamestate_integration_observerspectator.cfg,
    "ServerPort":2626, //Some free port on your PC
    "SteamApiKey":"ABCDEFGIJK12345678", //Steam API Key, without it avatars won't work
    "DisplayAvatars":true, // true for yes, false for no
    "AvatarDirectory":"./public/files/avatars/", // Local storage for avatars
    "GSIToken":"120987" //This must be the same as in gamestate_integration_observerspectator.cfg
}

Examples

Here

Video example Video^ So this is possible to do with everything below.

Setting up video

Video example

How to make it run?

  • Install NodeJS (nodejs.org)
  • Download this repo somewhere
  • Start RUN file (.bat for Windows, .sh for Linux)
  • Run Overlay Exe from here: OVERLAY DOWNLOAD

There are propably milions of bugs and different things, so be prepared.

Admin Panel

After starting the code go to address showing up in terminal/command prompt. You should see Admin Panel divided in three parts - Teams, Players, Create Match and HUDs. In here you can manage data used in HUDs during match ups.

Teams tab

You can here define teams, their name, short names (actually short names are not use anywhere for now), their country flag and logo. Files for teams' logos are being held in public/teams/ and their filename should start from logo-.

Players tab

In Players tab you can define player's real name, displayed name, country flag (can also be set to "The same as team"), their team and, to identify players, SteamID64.

Create match tab

Here you can set type of match - is this a map of BO2, BO3 or BO5, score for teams and which team it should load to HUD. In case players are on the wrong side (left/right) there is SWAP button to quickly tell the HUD to swap teams' name, logo and flag. Additionaly, if during the match you decide that there is a type in team's or player's information, you can change it (for example on mobile phone, if you allow Node through firewall and you are on the same local network) and then in this tab click the Force Refresh HUD, to make sure all the changes are applied.

HUDS

This tab shows local HUDs. They are not validated whether or not they actually work, but if any of the files is missing, it will notify you in Warnings column. You can enable/disable each HUD to make it accessible or not. There is also HUD URL information - if you click it, it will redirect you to local webpage, that's serving as a HUD. It is useful if streamer wants to stream HUD separately - for example it can be added in OBS as Browser Source, then you just need to set it to HUD's URL. It might be useful for bigger streaming workspaces, like for setups with different PC dedicated to replays - one server app will manage every HUD on local network, because all HUDs are available all the time, if they are not disabled.

Ex1 Ex2 Ex3 Ex4

How to create your own HUD

Go to public/huds and copy and paste default folder and rename it to your heart's content - that's how your HUD will display in Admin Panel. template.pug - template of your HUD in PUG, required. style.css - css to your template, reccomended. index.js - engine of your HUD. Look at the default one and at the template to get the idea how it works.

In index.js the most important part is updatePage() function. It is required for any HUD to work, because this function is called when data is coming from CS:GO.

All of main action that will take place on your screen happens in updatePage() function, so when you want to represent some information you will need to write your code within its boundaries.

function updatePage(data) {
	//Here happens magic
}

data argument is being passed to it, and from that we can take actions, such as getting informations about players, map, round phases, etc. Below you will find detailed information about received information :>

data

Methods to obtain different objects:

Method Description Example Returned objects
getTeamOne() Information about Team 1 defined in Admin Panel var teamOne = data.getTeamOne(); JSON:{team_name: "SK Gaming", short_name: "sk", country_code: "Brazil", logo: "logo-1527775279488.png", _id: "MT3xr6mb37o8Vbe3"}
getTeamTwo() Information about Team 2 defined in Admin Panel var players = data.getTeamTwo(); As above
loadTeam(id) id: String Information about team defined in Admin Panel with given id var players = data.loadTeam("MT3xr6mb37o8Vbe3"); As above
getMatchType() Information which matchup type is this var matchup = data.getMatchType(); String: bo2, bo3 lub bo5
getMatch() Information about match set up in panel var match = data.getMatch(); JSON: {match: "bo5", team_1: {map_score:1, team:"auto"}, team_2: {map_score:1, team:"MT3xr6mb37o8Vbe3"}}
getPlayers() List of players var players = data.getPlayers(); (Array of Players)
getCT() CT's informations var ct = data.getCT(); (Team)
getT() T's informations var t = data.getT(); (Team)
getObserved() Currently spectated player var player = data.getObserved(); (Player) If you are not spectating anyone, returned Player will have Steam ID 1 and name GOTV
getPlayer(observer_slot) observer_slot: Int Player with given observation slot (o-9) var first = data.getPlayer(1); (Player)
phase() Game's current phase var phase = data.phase(); (Phase)
round() Round's information var round = data.round(); (Round)
map() Map's information var map = data.map(); (Map)
previously() If anything changed since last update, it will contain the previous value var previously = data.previously(); (Array) More information about previously() you will find on the bottom

Example:

function updatePage(data) {
	var player = data.getObserved(); // Getting spectated players object
    var teamLeft = data.getTeamOne(); // Team 1's informations
    var teamRight = data.getTeamTwo(); // Team 2's informations
    
    var round = data.round();
    
    // Setting teams' names
    $("#team_one_name").html(teamLeft.team_name); 
    $("#team_two_score").html(teamRight.team_name);
    // Those might be null if none specified, then use getT() and getCT() 
    
    //Setting teams' flag
    if(teamLeft.country_code){
        $("#team_1 #team_flag").css("background-image", "url('/files/img/flags/"+teamLeft.country_code + ".png')");
    }
    if(teamRight.country_code){
        $("#team_2 #team_flag").css("background-image", "url('/files/img/flags/"+teamRight.country_code + ".png')";
    }
    
    var playerlist = data.getPlayers(); // Array of player objects
    if(playerlist){
        for(var steamid in playerlist){
        	/* Actions here will be taken for each player */
            let player = playerlist[steamid];
            
            let displayed_name = player.name;
            let real_name = player.real_name; // If real name isn't set, it will show player.name
        }
    }
    
    
}

Objects

Player

Properties

Property Description Example Values
name Player's steam name var name = player.name;//OLOF (String)
real_name Player's real name, if set up in panel var real_name = player.name;//Olof Kajbjer Gustafsson (String)
clan Player's current shown clan tag var clan = player.clan;//fnatic (String) or (NULL)
observer_slot Player's spectating number var slot = player.observer_slot;//3 (int) 0-9
team Player's side var team = player.team;//CT (String) CT/T
position Player's current position on map var pos = player.position;//-663.10, -198.32, 16.03 (String) x, y, z
steamid Player's SteamID64 var sid = player.steamid;//76561197988627193 (String)
teamData Player's personal team information, if set up in panel var team = player.teamData; (JSON):{team_name: "SK Gaming", short_name: "sk", country_code: "Brazil", logo: "logo-1527775279488.png", _id: "MT3xr6mb37o8Vbe3"}

Example:

function updatePage(data) {
	var player = data.getObserved(); //Getting spectated players object
    var name =  player.name; //Getting name of that player
    var slot = player.observer_slot; // Getting slot of that player
    
     if(player.team == "CT"){...}
}

Methods

Method Description Example Values
getWeapons() List of player's weapons var weapons = player.getWeapons(); (Array of Weapons)
getCurrentWeapon() Player's active weapon var holding = player.getCurrentWeapon(); (Weapon)
getGrenades() Player's grenades var grenades = player.getGrenades(); (Array of Weapons)
getStats() Player's current statistics (list below) var stats = player.getStats(); (Array)

Statistics:

Stat's name Description Example Values
health Player's health var health = player.getStats().health; (int) 0-100
armor Player's kevlar var armor = player.getStats().armor; (int) 0-100
helmet Player's helmet var helmet = player.getStats().helmet; (bool) True/False
defusekit Player's defuse kit var def = player.getStats().defusekit; (bool) True/False or (NULL)
smoked Level of being smoked var flashed = player.getStats().smoked; (int) 0-255 or (NULL)
flashed Level of being flashed var flashed = player.getStats().flashed; (int) 0-255
burning Level of being burned var burning = player.getStats().burning; (int) 0-255
money Player's money var money = player.getStats().money; (int) From 0 and up
round_kills Player's kills during round var round_kills = player.getStats().round_kills; (int) Usually 0-5
round_killhs Player's kills with headshot during round var round_killhs = player.getStats().round_killhs; (int) Usually 0-5
equip_value Value of player's equipment var equip_value = player.getStats().equip_value; (int) From 0 and up
kills Player's kills var kills = player.getStats().kills; (int)
assists Player's assists var assists = player.getStats().assists; (int)
deaths Player's deaths var deaths = player.getStats().deaths; (int)
mvps Player's MVPs var mvps = player.getStats().mvps; (int)
score Player's point score var points = player.getStats().score; (int)

Example:

function updatePage(data) {
	var player = data.getObserved(); //Getting spectated players object
    var stats =  player.getStats();
    var weapons = player.getWeapons();
    
    $("#health_box").html(stats.health);
    
    for(var k in weapons){...}
    
    if(stats.defusekit !== true){
    	$("#defusekit").css("display", "hidden");
    }
}

Weapon

Property Description Example Values
name Weapon's asset name var name = weapon.name;//weapon_awp (String) weapon_...
paintkit Weapon's skin's asset name var skin = weapon.paintkit;//cu_medusa_awp (String)
type Weapon's type var type = weapon.type; (String) Knife/Rifle/SniperRifle/Grenade
state State of being equiped var state = weapon.state; (String) holstered/active
ammo_clip Ammo in clip var clip = weapon.ammo_clip; (int)
ammo_clip_max Max ammount of ammo in clip var maxclip = weapon.ammo_clip_max; (int)
ammo_reserve Ammo outside of clip var res = weapon.ammo_reserve; (int)

Map

Property Description Example Values
name Map's name var name = map.name;//de_dust2 (String)
mode Game's current mode var mode = map.mode;//competitive (String) competitive/deathmatch/etc...
phase Game's current phase var phase = map.phase; (String) warmup/live/intermission/gameover
round How many rounds has been played, not which is it var round = map.round; (int) 0-15
num_matches_to_win_series How many matches needed to win series var need = map.num_matches_to_win_series; (int)
current_spectators Number of current live spectators var spec = map.current_spectators; (int)
souvenirs_total Number of dropped souvenirs (majors) var souv = map.souvenirs_total; (int)

Round

Property Description Example Values
phase Round's phase var phase = round.phase; (String) freezetime/live/over
win_team Side who's win var win_team = round.win_team; (String) CT/T
bomb State of bomb var bomb = round.bomb; (String) exploded/defused/planted or (NULL)

Team

Property Description Example Values
score Team's score var score_ct = team.score; (int) 0-16 without OTs
name Team's name var name_t = team.name; (String)
flag Team's flag var flag_ct = team.flag; (String) ISO 3166 Country Code
timeouts_remaining Team's remaining timeouts var timeouts_t = team.timeouts_remaining; (int)
matches_won_this_series Matches won this series by this team var won_ct = team.matches_won_this_series; (int)
equip_value Equipment value of team var ct_value = team.equip_value; (int)
team_money Sum of team's players' money var ct_money = team.team_money; (int)

Phase

Property Description Example Values
phase Team's score var phase = phase.phase; (String) freezetime/live/over/bomb/defuse/paused/timeout_t/timeout_ct
phase_ends_in Team's name var time = phase.phase_ends_in;//"8.9" (String) Time (seconds) with decimal

API Requests to databases

Player object example

{
    "sid":"76561198029090368",
    "real_name":"Hubert Walczak",
    "displayed_name":"osztenkurden",
    "country_code":"Poland",
    "team":"MT3xr6mb37o8Vbe3"
}

Team object example

{
    "team_name":"SK Gaming",
    "short_name":"sk",
    "country_code":"Brazil",
    "logo":"logo-1527775279488.png"
}

HUD object example

{
    "name":"default",
    "enabled":false
}
URL Method Request body Response
/api/players GET {players:[Array of Player objects with unique _id property]} or Status 500
/api/players POST Player object {id:String}, specifying new unique _id or Status 500
/api/players PATCH Player object with _id property Status 200 or 500
/api/players DELETE {userId: String} Status 200 or 500
/api/teams GET {players: [Array of Player objects with unique _id property]} or Status 500
/api/teams POST FormData object with fields: team_name, short_name, country_code, logo {id:String}, specifying new unique _id or Status 500
/api/teams PATCH FormData object with fields: team_name, short_name, country_code, logo Status 200 or 500
/api/teams DELETE {teamId: String} Status 200 or 500
/api/teams_logo DELETE {teamId: String} Status 200 or 500
/api/huds GET {players: [Array of HUD objects with unique _id property]} or Status 500
/api/huds POST {id: String, enabled: Boolean} Status 200 or 500

Credits

As I mentioned before, RedSparr0w is the man I wouldn't make it without.

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