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  1. Yesterday
  2. Yes, I think you've misunderstood what this module is for. When using the gamesPlayed method, the module reports to Steam that you're playing the game, but it does not actually launch the game. You won't be able to interface with the CS:GO client and read the killfeed using this module. There is probably a way to read the client console (and thus the killfeed) through a program, but I don't know how you'd want to do that offhand. If the logaddress_add command works on the client, that would probably be the best way, but I have my doubts that that'll work.
  3. Hi. I've just started "playing" with this today, and I'm not sure if I catch the concept itself. My idea is track from an external app the events that happens in my CSGO games. It could for example track my kills "reading" the killfeed. As I understood my idea was open the game with this "gamesPlayed" method and then play and whith your other module for csgo do the other stuff. The thing is that the game does not open. And if I try to open it manually I'm told that it's running elsewhere. Have I misunderstood what this module is for? or is this not working for me because I'm doing s
  4. Last week
  5. Hi i got this error: throw new Error("Cannot log onto steamcommunity.com without first being connected to Steam network"); it caused my bot to crash. But i didnt came on startup it came after the bot was already running for multiple minutes, so it was already logged in. Maybe it tried to log in again since the session was expired or some thing like that. I hope you can help me
  6. Oh.. well their bot is not "in game". No idea how they do that tho but w.e. Stay safe dude and ty
  7. Yo Kay, are you sure there is no any way of stacking rust items by the tradeoffers? These guys resent my winnings 3 times, and with every offer the items were getting stacked over and over again. I googled 15 hours and couldnt find anything
  8. Not really. I guess you should handle the error event, check whether the error message is about your proxy, and if it is then retry a few times and abort if it can't reconnect after a bunch of attempts.
  9. Yes, I can confirm steam just went down and I was able to confirm this is the cause of the fatal error being thrown. When steam goes down I got a disconnection event of "3 NoConnection" then a few seconds later I got thrown the fatal error of "Proxy connection timed out". Is there a way I can test proxy connection with steam before trying to relog?
  10. I don't know exactly why, but VSCode randomly imported it without me doing anything. Or at least I don't remember what I did. I can normally trust vscode with the imports, so I left it alone. But I just removed it and it still works, so I guess vscode was just being a bit moody .
  11. Glad to hear it. May I ask why you have the third line? You shouldn't need to do that.
  12. Thank you very much! It's working beautifully now!
  13. You need to set your persona state to something besides Offline in order for friends stuff to work. client.setPersona(SteamUser.EPersonaState.Online)
  14. I think I've done everything right, but it still isn't reacting to the friendsList event. const colors = require('colors'); const SteamUser = require('steam-user'); const { enablePicsCache } = require('steam-user/resources/default_options'); const clientOptions = { enablePicsCache: true, // autoRelogin: true, }; const client = new SteamUser(clientOptions); const logOnOptions = { accountName: process.env.STEAM_USER, password: process.env.STEAM_PASS, }; client.logOn(logOnOptions); client.on('error', (err) => { console.log(err); }); client.on('loggedOn', (
  15. Earlier
  16. I would guess that's because the proxy isn't able to connect so it throws up its own error.
  17. Ok, Whenever steam goes down for maintenance on Tuesdays and I'm using a proxy to connect to steam I frequently get the error event sent out. Thanks for the confirmation!
  18. If error gets emitted, the SteamUser instance is done doing anything until you manually log it back on. Steam outages are not fatal disconnects, and if autoRelogin is left enabled then error will not get emitted when Steam goes down. Fatal disconnects are things like InvalidPassword, AccountLoginDeniedNeedTwoFactor, RateLimitExceeded, or LoggedInElsewhere. Essentially anything that isn't Fail, NoConnection, ServiceUnavailable, or TryAnotherCM is fatal.
  19. Hi, I'm going through the steam-user documentation and had some questions with the "error" event emitted. If I leave autoRelogin enabled and my instance receives a fatal disconnect. Should I try to relog myself when it regains connection to steam or will the package automatically attempt relogs without me needing to?
  20. First off, thanks for your huge contributions to the node js community. I plan to start using your libraries to work with Steam. The first thing I noticed is that there is some point in history, after which there was a collapse in the downloads of your modules. With what it can be connected? Steam changed Policy? Bulk accounts blocking? Coronavirus:D ? I am very worried about this question :)
  21. Yeah, im using 2 bots for trading, one for storage and one which is used for the withdraws/deposits in one file. They are sending offers each other. If i take amount 2 by item with amount 10 (10 stacks) there will be 2 items with amounts 2 and 8, but i cant really group them back. Thats the point. I guess they have tons of these items in stacks and they are just giving prizes by names and not assetids. No idea how they do it, but yeah. Lets say i deposited 10 items with different asset ids, if i win, they are giving me item with one asset id and amount 10. I guess im rly SOL Still than
  22. Your best bet is to try to trade the unstacked items to another account and then back again. If that doesn't auto-stack them, you're pretty much SOL.
  23. You need to check the actual relationship. You're likely causing a loop by calling addFriend, which causes friendRelationship to get emitted with relationship == Friend, which calls addFriend, which emits friendRelationship which calls addFriend which...
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