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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. That is the case if you passed the community instance into the constructor. Those examples were written before that was possible so it's necessary to call setCookies on both.
  2. Yes, that's exactly what is happening. You should call user.webLogOn() and set the resulting cookies normally.
  3. You're listening for events that steam-user emits on a steamcommunity instance.
  4. You're pushing the data correctly, you just seem to not understand async. Calling market.getItemPrice is essentially requesting that it retrieve the item price and then let you know when it's finished. You then return immediately, without waiting for the callback.
  5. Listen for the sentOfferChanged event and see if the new state is Accepted.
  6. An HTTP/S proxy over IPv6? Maybe. I don't know.
  7. Make sure your server is able to access api.steampowered.com.
  8. It's not a bad idea to add a short delay. acceptConfirmationForObject has nothing to do with the confirmation checker. It operates immediately. If you're using it, you probably don't necessarily need the confirmation checker.
  9. Socks proxies are currently not supported. You'll need to use an HTTP proxy. I don't believe I've pushed support for HTTPS proxies (HTTP is just as secure for this case). Example: const Steam = require('steam-client'); const SteamUser = require('steam-user'); let client = new Steam.CMClient(); let user = new SteamUser(client); client.setHttpProxy("http://user:[email protected]:12345"); user.logOn(/* options go here */);
  10. It will already retry connection until either it succeeds or error gets emitted.
  11. classid and instanceid can change on an item, yes.
  12. Yes, it's rate-limited by Steam. I can't tell you what the limit is, exactly, as I don't work for Valve.
  13. No. If the error event is emitted, it's always fatal and it will never retry on its own.
  14. loadInventory is deprecated and won't be updated. If Steam is reporting "Failure" then there's not really any way to know for sure if it means that the user doesn't have that particular inventory or if there was truly a failure somewhere. If the user has ever owned an item for that game and thus the inventory exists but is empty, it will return an expected empty response (no error, empty arrays).
  15. the accept method is to accept an incoming offer, not to confirm an outgoing one. The documentation is clear about this. You can use node-steamcommunity to confirm trades.
  16. No. Steam does not support IPv6 at this time.
  17. You're not meant to use steam-client on its own. You should use it alongside something like steam-user. You can still use it with WebSockets and proxies, doing something like this: const Steam = require('steam-client'); const SteamUser = require('steam-user'); let client = new Steam.CMClient(Steam.EConnectionProtocol.WebSocket); client.setHttpProxy("http://user:[email protected]:12345"); let user = new SteamUser(client); // use user normally...
  18. Yes, you can edit the summary.
  19. No, showcases can't be edited at the moment.
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