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Dr. McKay

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Everything posted by Dr. McKay

  1. Yeah, the data is only stored locally by the module. It doesn't go to Steam. If you want to pass data to another account with a trade offer, you're best off putting it in the offer message, although be aware that it's very limited in terms of character capacity.
  2. I believe it's only possible for storage units in your own inventory.
  3. serverQuery does not work when logged on anonymously, but getServerList does.
  4. https://github.com/DoctorMcKay/node-steamcommunity/wiki/CSteamUser#getinventorycontextscallback
  5. If the language is specified at all, it's going to retrieve item descriptions from Steam.
  6. You can pass your own request instance to the constructor, with a proxy configured using request.defaults.
  7. The config in your screenshot doesn't look like the config for the command_triggers plugin, but I don't think you could attach two commands to the same trigger with that plugin.
  8. I don't think that's going to be possible with your current setup, but maybe that plugin has an option to spoof who the command came from. Dunno.
  9. Keeping data about item descriptions in memory is going to use memory. You can try lowering assetCacheMaxItems.
  10. The rate-limiting is just really aggressive on the confirmation endpoints. If you're running multiple bots on the same IP, you'll need to use a different IP or a proxy.
  11. Removing the language from the constructor will certainly reduce memory usage if that's a huge concern for you, but of course you'll lose item description data. If all you really need is the items' asset IDs, then that will work.
  12. That could contribute to memory usage for sure.
  13. Does it have tons of trade offers in its near history or something?
  14. It's in the directory pertaining to your platform as documented here, although replace "node-steamuser" with "node-steam-tradeoffer-manager".
  15. https://github.com/DoctorMcKay/node-steam-user#getsteamlevelssteamids-callback
  16. Profiles must be public to use GetPlayerSummaries, regardless of whether you're friends with them or not. You almost definitely don't need a publisher key for whatever you're trying to do, and I don't think it would make a difference in this case anyway.
  17. https://github.com/DoctorMcKay/node-steamcommunity/releases/tag/v3.41.5
  18. You don't need to do anything with machineIdType; by default, the module sends a unique machine ID for each account.
  19. SteamIDs with type 4 are anonymous gameservers, meaning the SteamID is going to change every time the server restarts. If you want a persistent SteamID, you need to register a gameserver account and use the login token you get on your server. Source-based games usually use tokens by adding +sv_setsteamaccount <token> to your server's command line.
  20. It's the time Steam says the offer changed, which would be Tuesday in your example.
  21. It's probably in the descriptions array somewhere.
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