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Everything posted by Dr. McKay
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No, that's not currently possible.
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You've cut out the actual error message.
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How do I send a trade offer with items on both ends?
Dr. McKay replied to PlanZed's topic in node-steam-tradeoffer-manager
https://github.com/DoctorMcKay/node-steam-tradeoffer-manager/wiki/TradeOffer#getpartnerinventorycontentsappid-contextid-callback -
How do I send a trade offer with items on both ends?
Dr. McKay replied to PlanZed's topic in node-steam-tradeoffer-manager
You need to retrieve both parties' inventories, find the items you want to trade, and add them to the offer using addMyItem and addTheirItem. -
node-tf2 backpackLoaded Doesn't Get Triggered After Killing 440
Dr. McKay replied to sergun's topic in node-steam-user
Thanks, I'm not sure how that slipped through the cracks. -
That sounds suspiciously like you're trying to JSON.stringify the error object. > let err = new Error('test') undefined > err Error: test at repl:1:11 at Script.runInThisContext (vm.js:123:20) at REPLServer.defaultEval (repl.js:384:29) at bound (domain.js:415:14) at REPLServer.runBound [as eval] (domain.js:428:12) at REPLServer.onLine (repl.js:700:10) at REPLServer.emit (events.js:208:15) at REPLServer.EventEmitter.emit (domain.js:471:20) at REPLServer.Interface._onLine (readline.js:314:10) at REPLServer.Interface._line (readline.js:691:8) > JSON.stringify(err) '{}'
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Steam guard prompted at random time/account
Dr. McKay replied to minosviel's topic in node-steam-user
By default, each account gets its own sentry file, so having multiple instances running should make no difference. Although if something in your environment is preventing the sentry files from being written, that could potentially cause some issues. -
I don't really know a whole lot about the inner workings of CS:GO, but I'd think that if it's not exposed in the existing profile methods, then it's probably incredibly tricky to retrieve otherwise. I've not seen anything in the protobufs that refer to trust levels.
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Steam guard prompted at random time/account
Dr. McKay replied to minosviel's topic in node-steam-user
That's pretty strange. I've never heard of anyone being prompted for a Steam Guard code when they use a loginKey; only loginKeys expiring and getting InvalidPassword back. That said, the way Steam handles loginKeys is kind of weird and they're prone to being rejected. I personally recommend that you just use passwords wherever possible. -
What do you mean by an empty object? The err property will always be either null or an Error object. That said, your problem is likely that your Steam account is limited, i.e. you haven't spent $5 yet.
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Please read the docs again more closely, specifically the deprecation notice.
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That does seem like it's a Steam bug. Did you try restarting your own Steam client, by chance? I wonder if that might have resynced things.
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You need to keep track of the asset IDs of items you already have offers out for, and filter them out of your inventory when you're sending additional offers.
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No problem, that's the recommended way to see if you can trade with someone.
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EYldRefreshAppIfNecessary failed with EResult 55
Dr. McKay replied to PonyExpress's topic in node-steam-tradeoffer-manager
If loadUserInventory works more reliably for you and you're okay with the possibility of things breaking as a result of using a deprecated endpoint, then go for it. -
You should ask on the SourceMod forums.
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Check if user accepted trade?
Dr. McKay replied to What Comes Around's topic in node-steam-tradeoffer-manager
createOffer doesn't actually do anything on the network, so calling createOffer will never fail. You can check if the user's trade token is valid either by creating an offer and then calling getUserDetails, which will fail if the trade token is invalid (or the user cannot trade). You can also use GetTradeHoldDurations to check if a trade token is valid. -
EYldRefreshAppIfNecessary failed with EResult 55
Dr. McKay replied to PonyExpress's topic in node-steam-tradeoffer-manager
55 = RemoteCallFailed That error means that the Steam Community backend wasn't able to get the inventory from the GC (item server), likely because the GC is overloaded (status is probably "critical" at steamstat.us). -
Online to Offline status after a few hours
Dr. McKay replied to DLC-EM_exchangebot's topic in node-steam-user
You should be calling gamesPlayed inside of your loggedOn event. It really shouldn't be necessary to call it from an interval. -
Online to Offline status after a few hours
Dr. McKay replied to DLC-EM_exchangebot's topic in node-steam-user
That code as written should work, but: It looks like you'll be adding a new loggedOn listener every time you call login. That's not a problem if login is only called once, but I kind of doubt that's the case from this snippet. That return statement isn't doing anything. It's not necessary to pass your desired persona name every time. If you don't pass any name, Steam won't change your name. It's recommended to reference the enums rather than using the literal value. So in this case, client.setPersona(SteamUser.EPersonaState.Online) Where do you call gamesPlayed()? -
Check if user accepted trade?
Dr. McKay replied to What Comes Around's topic in node-steam-tradeoffer-manager
Check out the sentOfferChanged event. -
Online to Offline status after a few hours
Dr. McKay replied to DLC-EM_exchangebot's topic in node-steam-user
If Steam forgot you were in-game, you wouldn't go offline; you'd go online but not in-game. You probably want to try calling setPersona in your interval instead. That said, I've never experienced this. Can you show the code in your loggedOn event? -
Thanks so much for the help @vrtgn. It may be worth noting that if you're using async, you don't need to use .catch((err) => . . .). You can use try/catch: try { const inventory = await getInventory(); // do whatever } catch (err) { console.error(err); }