A transparent breakdown of how Seekr processes data, calculates stats, and interacts with Rocket League.
Heartbeat every few minutes with the API key and version in the request. The heartbeat response tells Seekr if an update is available.weights and averages.Playstyle is calculated based on match averages and weights. If a player has a high goal average per game, and a low assist/save average, they are more likely an Offensive player. Vice versa.Goals divided by Shots. A player with high shots and low goals will have a lower efficiency than a player with a higher goals to shots ratio. GUIDStatus (In Play - LIVE, or Finished - FINISHED)Uploader Platform IDType (Casual, Private, Tournament, Splitshot, Ricochet)Size (1v1, 2v2, 3v3, 4v4)GoalsGoalsWinning Team (not based on Goals, but based on who is winning/has won, such as in the event on a forfeit but the forfeiting team has more goals)RegionNameMap NameTime Played (elapsed time since initial count down started)DDoS Detection ResultsVersionPlatform IDUsernameTeam (0 or 1, Blue or Orange)WinningUploaderPartyRankMMRScoreGoalsAssistsSavesDemosShotsOwn GoalsBall TouchesPing TLS 1.3.Private Key embedded into the plugin which must match the servers key. Version and current set API Key to the server every few minutes for automatic updating and Online Player count. Seekr-Updater (if it's not able to be enabled, it is automatically downloaded from the Seekr server).DLL plugin file. TAGame.GameEvent_Soccar_TA.PostBeginPlay - Triggers match LIVE and begins data push every few secondsTAGame.GameEvent_Soccar_TA.EventMatchEnded - Triggers match FINISHED and final data pushTAGame.GameEvent_TA.EventPlayerAdded - Triggers the Heads Up function (if enabled) to check if players have a known reputation