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  1. Today
  2. Maybe it ll help someone I need just sticker names and img src after trade don't really need ids, I get them from getReceivedItems([getActions, ]callback) getActions - Optional. If true, then the descriptions of the received items will be loaded from the WebAPI in order to populate the items' actions. Default false. callback - Required. A callback to be invoked when complete. err - An Error object on failure, null on success items - An array of EconItem objects that you received. v1.19.0 or later is required to use getActions. Can be called on an accepted offer to retrieve item data about the items you received, including names, descriptions, and new assetids. Will not include any actions (e.g. the CS:GO inspect link) unless getActions is true.
  3. You would need to download and parse items_game.txt, look up the sticker by its sticker_id, then fetch your appropriate language file to translate the localization key into an actual name.
  4. Yesterday
  5. Hi Heloo every one I have a question, is there a way to check the names of stickers by their id? { "stickers": [ { "slot": 0, "sticker_id": 4794, "wear": null, "scale": null, "rotation": null, "tint_id": null, "offset_x": null, "offset_y": null, "offset_z": null, "pattern": null }, { "slot": 1, "sticker_id": 4762, "wear": null, "scale": null, "rotation": null, "tint_id": null, "offset_x": null, "offset_y": null, "offset_z": null, "pattern": null }, { "slot": 2, "sticker_id": 4782, "wear": null, "scale": null, "rotation": null, "tint_id": null, "offset_x": null, "offset_y": null, "offset_z": null, "pattern": null }, { "slot": 3, "sticker_id": 4741, "wear": null, "scale": null, "rotation": null, "tint_id": null, "offset_x": null, "offset_y": null, "offset_z": null, "pattern": null } ], "keychains": [], "accountid": null, "itemid": "43163857952", "defindex": 10, "paintindex": 904, "rarity": 3, "quality": 9, "paintwear": 0.2513757348060608, "paintseed": 743, "killeaterscoretype": 0, "killeatervalue": 0, "customname": null, "inventory": 3221225475, "origin": 8, "questid": null, "dropreason": null, "musicindex": null, "entindex": null, "petindex": null }
  6. Last week
  7. Yes, we should start a Telegram discussion group.
  8. I have the same problem. Do you have Telegram? So we can discuss it in our language (I'm Russian speaking too)
  9. Ooh, something new for me, awesome thanks ❤️
  10. It's a Date object. You can use its UTC methods to manipulate the object in UTC/GMT.
  11. Hi all, I have a question, tradeInitTime in getExchangeDetails([getDetailsIfFailed, ]callback) - tradeInitTime - A Date object representing when Steam began processing the item exchange. If this trade was held, then this is the time when Steam began removing items from both parties' inventories, i.e. the time when the trade went into escrow. but this is a return in my local timezone and I want this value to calculate when item ll be tradeable (always 7GMT). Is there a way to switch this tradeInitTime to GMT instead of local? Or maybe there is a way to just get the traeable_after time Thanks
  12. But now you need to confirm it on Steam Mobile, which was not necessary before
  13. Market confirmations have existed for a very long time. You can use node-steamcommunity to accept them.
  14. Steam recently changed the inventory sales and requires mobile phone confirmation. Is there a way to solve this problem or an exception API?
  15. Earlier
  16. It's fine in this case, don't worry about it.
  17. Hello everyone I have a question after installing steam-tradeoffer-manager I got - 8 vulnerabilities (3 moderate, 5 high) Is it safe to use? Is there a fix? # npm audit report lodash.pick >=4.0.0 Severity: high Prototype Pollution in lodash - https://github.com/advisories/GHSA-p6mc-m468-83gw No fix available node_modules/lodash.pick cheerio 0.19.0 - 1.0.0-rc.12 Depends on vulnerable versions of css-select Depends on vulnerable versions of lodash.pick node_modules/cheerio steamcommunity * Depends on vulnerable versions of cheerio Depends on vulnerable versions of request node_modules/steamcommunity steam-tradeoffer-manager * Depends on vulnerable versions of steamcommunity node_modules/steam-tradeoffer-manager nth-check <2.0.1 Severity: high Inefficient Regular Expression Complexity in nth-check - https://github.com/advisories/GHSA-rp65-9cf3-cjxr No fix available node_modules/css-select/node_modules/nth-check css-select <=3.1.0 Depends on vulnerable versions of nth-check node_modules/css-select request * Severity: moderate Server-Side Request Forgery in Request - https://github.com/advisories/GHSA-p8p7-x288-28g6 Depends on vulnerable versions of tough-cookie No fix available node_modules/request tough-cookie <4.1.3 Severity: moderate tough-cookie Prototype Pollution vulnerability - https://github.com/advisories/GHSA-72xf-g2v4-qvf3 No fix available node_modules/request/node_modules/tough-cookie 8 vulnerabilities (3 moderate, 5 high) Some issues need review, and may require choosing a different dependency.
  18. Those xml endpoints are pretty unreliable and anything that uses them should probably be considered deprecated. Using the WebAPI for anything that it covers is going to be your best bet.
  19. Sorry I misspoke, apikey rather than authentication. I would rather not to have to either use both or reimplement in node-steam when I know the data is right there in the xml query that node-steamcommunity is already using. I've made a basic first pass that extracts the info I need: https://github.com/Morgyn/node-steamcommunity/blob/master/classes/CSteamUser.js
  20. Why would you need to authenticate? Just use an API key.
  21. So implement node-steam instead? I really don't want to have to implement authentication for something that's just public. Would you be against me submitting a pull request if I add this to node-steamcommunity? Should be fairly trivial as you're already pulling the data.
  22. You can get that data using GetPlayerSummaries.
  23. That's expected behavior. If it's no longer connected to Steam, the data may be stale. Cache it somewhere else yourself if you need it after disconnect.
  24. I have just noticed from the source you pull from the xml version. <inGameServerIP>1.2.3.4:12345</inGameServerIP><inGameInfo> <gameName>Rust</gameName> <gameLink>https://steamcommunity.com/app/252490</gameLink> <gameIcon> https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/apps/252490/820be4782639f9c4b64fa3ca7e6c26a95ae4fd1c.jpg </gameIcon> <gameLogo> https://shared.cloudflare.steamstatic.com/store_item_assets/steam/apps/252490/21aac0b6e20e1ba12f635e7deb730e32a51afbd5/capsule_184x69.jpg?t=1738927718 </gameLogo> <gameLogoSmall> https://shared.cloudflare.steamstatic.com/store_item_assets/steam/apps/252490/21aac0b6e20e1ba12f635e7deb730e32a51afbd5/capsule_184x69.jpg?t=1738927718 </gameLogoSmall> <gameJoinLink>steam://connect/1.2.3.4:12345</gameJoinLink> </inGameInfo>
  25. Hi, Would it be possible to have an interface to grab the server that someone is connected to with the green "Join Game" button. <div class="profile_in_game persona in-game"> <div class="profile_in_game_header">Currently In-Game</div> <div class="profile_in_game_name"> Rust </div> <div class="profile_in_game_joingame"> <a href="steam://connect/1.2.3.4:12345" class="btn_green_white_innerfade btn_small_thin"> <span>Join Game</span> </a> </div> </div> Above is the section of code that contains the button, I'm not sure if this is out of scope of this library. Thanks!
  26. @Dr. McKay I mean the values of the created SteamUser instance, such as the SteamID, balance, and limitations—essentially everything conveniently stored in the instance. These values are all reset to zero, for example, when the connection is briefly lost, making it difficult for me to work with them. If I then try to retrieve some of these values, like the SteamID, my program crashes immediately because they are no longer set.
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