neverhood
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webSession - 1 account with 2 different locations
neverhood replied to neverhood's topic in node-steamcommunity
ok, I get it, thank you! -
Hi, is there any way to login account to confirm all pending trades/market listings without touching websession of same account logged on VPS with different IP? Currently I'm logging account via password and 2FA code with node-steam-user and node-steamcommunity modules - 'acceptAllConfirmations' and it works fine, but everytime I do it my websession expires on VPS.
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what did you do with bots exactly?
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bot.logOff(); for example or bot._disconnect(true);
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Anura reacted to a post in a topic: Error: Already logged on, cannot log on again
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you need new instance of steam-user (bot in this case) for each account
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Dr. McKay reacted to a post in a topic: How can i handle an InvalidPassword Error?
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client.on('error', function(e) { console.log(e); });
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korindou reacted to a post in a topic: In node-tf2, what is the limit for crafting requests?
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Dr. McKay reacted to a post in a topic: In node-tf2, what is the limit for crafting requests?
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try do 1 second delay (1000 ms) between requests
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vrtgn reacted to a post in a topic: Do AssetIDs change?
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no, assetID is permanent
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neverhood reacted to a post in a topic: node-globaloffensive - haveGCSession
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hello, can you take a look into it, because I'm still facing this issue sometimes, how can I force reconnect to GC when haveGCsession is set to false, but GC works fine after I restart script (issue not related to GC servers)
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can I ask, what reason of ban? and what you were doing on them?
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I dont even use steamcommunity library so I have no idea what you mean lol
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Hello, I'm trying to keep my session alive with this code with interval 1 hour if (client.steamID) { client.webLogOn(); } else { client.logOn(account); } but in very rare case I'm getting crash (1 timer per 2-3 weeks, 24/7 running): /root/project/node_modules/steam-user/components/messages.js:472 if (steamID && sessionID && (sessionID != this._sessionID || steamID.toString() != this.steamID.toString())) { ^ TypeError: Cannot read property 'toString' of null at SteamUser._handleNetMessage (/root/project/node_modules/steam-user/components/messages.js:472:98) at SteamUser.processMulti (/root/project/node_modules/steam-user/components/messages.js:570:9) at Gunzip.cb (/root/project/node_modules/steam-user/components/messages.js:561:17) at Gunzip.zlibBufferOnEnd (zlib.js:150:10) at Gunzip.emit (events.js:317:22) at endReadableNT (_stream_readable.js:1215:12) at processTicksAndRejections (internal/process/task_queues.js:84:21) newest library, newest nodejs, how can I handle it?
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Hello, I'm using only 'node-steam-user' library and sometimes (randomly, not only during Tuesday maintenance) my script is crashing when I'm doing 'client.webLogOn();' (I'm doing it in intervals to keep my session alive - just in case every 30 minutes) sometimes I'm getting this error (very rare case): /node_modules/steam-user/components/web.js:10 throw new Error("Cannot log onto steamcommunity.com without first being connected to Steam network"); is there any method that instead of crashing app I can try to login account again with 'client.logOn'? because I don't want to check my VPS if script got crashed or no (I want to run it constantly without worring that something crashed there) something with try, catch method?
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Hello, I'm using this library to check player's profiles, but sometimes (after a few hours of constant work) my variable 'haveGCSession' is set to false, and it doesnt want to auto-reconnect, script is running but when I'm trying to call 'requestPlayersProfile' (ofc before if (haveGCSession)) it says I dont have haveGCSession How can I reconnect to game-coordinator? sometimes script works good whole week without this error, sometimes I get it after 20 hours of run (randomly) I tired to use: 'client.gamesPlayed([730]);' but it doesn;'t reconnect GC session if (csgo.haveGCSession) { // MY CODE } else { console.log("haveGCSession is set to false"); client.gamesPlayed([730]); } I had this problem before: https://dev.doctormckay.com/topic/2130-node-globaloffensive-after-v2-disconnect/ should I use client.relog();? or maybe csgo._connect?
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is it technically possible to unlock achievements with some protobuf message with your library? even if you didn't prepare any ready-to-use code? I'm asking for it, because if its technically possible I will look closer for some coder to code it