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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. 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?
  2. 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); }
  3. I don't believe so.
  4. You could try that. It works for me.
  5. Created an issue for this: https://github.com/DoctorMcKay/node-steam-user/issues/297
  6. I don't understand your question. What exactly isn't working?
  7. It seems that WebStorm gets confused by @extends in modules for some reason. v4.14.0 should properly make WebStorm understand what's going on.
  8. Update to 4.13.3 and that warning should go away.
  9. It seems to work properly for me. I wrote a bot to do this: user.chat.on('friendMessage', async (msg) => { console.log(msg.message); user.chat.ackFriendMessage(msg.steamid_friend, msg.server_timestamp); if (msg.message.match(/^personastate \d+$/)) { let state = parseInt(msg.message.split(' ')[1], 10); user.setPersona(state); } }); It did what was expected.
  10. Node.js will automatically exit if nothing is waiting for input. You just need to add some code to accept the code from the user somehow, and the application won't exit.
  11. SteamDB requested and downloaded data for every package from Steam, and then built their own database.
  12. You can tell Steam that you're playing a game from steam-user, and make your account thus appear in-game to friends, but you can't actually launch the game client for real and get Steam connectivity features.
  13. I don't really think you can. You'd have to just see what's new in your inventory.
  14. You can use this script: https://github.com/DoctorMcKay/node-steamcommunity/blob/master/examples/enable_twofactor.js
  15. You can send a trade offer without a token only by being friends with the account in question. You can't add someone as a friend via the WebAPI like that.
  16. Yes, it's possible. You should probably seek help at stackoverflow.com; I'm not here to teach you JavaScript.
  17. You can use node-steamcommunity for that: https://github.com/DoctorMcKay/node-steamcommunity/wiki/SteamCommunity#editprofilesettings-callback
  18. You're correct. I'll update that now.
  19. I'm confused; are you planning to receive account credentials from the remote client that's invoking your HTTP endpoints? If not, then there's no point in having a /verifycode route; you should just handle the steamGuard event automatically.
  20. Correct, tradeRequest is for real-time trade requests, which you actually can't send through the Steam client anymore (although I think you might be able to through CS:GO, not sure). Use steam-tradeoffer-manager to handle trade offers. Here's an example.
  21. The protobufs can be gotten from SteamDB, who gets them using ProtobufDumper.
  22. No, you probably want to put all your event handlers outside of your HTTP routes, and store the steamGuard callback in some global variable, so you can call it from your /verifycode route.
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