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McKay Development

Slime

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Posts posted by Slime

  1. I've delayed it but it still doesn't seems to send all messages and always the same people get messaged...

    function messageAllCommand() {
        var messageAll = readlineSync.question('Enter message: ');
        for (var friend in client.myFriends) {
            console.log(friend);
            client.chatMessage(friend, messageAll);
            await sleep(100);
        }
    }
    function sleep(ms) {
        return new Promise(resolve => {
            setTimeout(resolve, ms);
        });
    

    I've just noticed that everyone who didn't get the message haven't spoke with me for a while. and even people it didn't send the message to got it after i talked with them... wierd...

  2. I've tried sending all my friends a message. so i made a function for that:

    function messageAllCommand() {
        var messageAll = readlineSync.question('Enter message: ');
        for (var friend in client.myFriends) {
            console.log(friend);
            client.chatMessage(friend, messageAll);
        }
    }

    but somewhy, it seems really random who gets the message tho it prints everyone's id it but still don't send everyone the message.
    here are the ID's:
    https://pastebin.com/5NGqV340

    E.G: it printed the user id:

        76561198278317090

    but didn't sent the message.
    and it printed the user id:
        76561198173748582
    this time it sent the message.
    I checked and friendsList was emitted before

    BTW this forum is real good and i get answers. ;)

  3. Thanks for the info and the quick answer as always. i've made this and it works if anyone wants it:
     

    client.on('friendsList', function () {
        console.log("Searching for friend requests...");
        for (var i = 0; i < Object.keys(client.myFriends).length; i++) {
            if (client.myFriends[Object.keys(client.myFriends)[i]] == SteamUser.EFriendRelationship.RequestRecipient) {
                console.log("Added " + Object.keys(client.myFriends)[i]);
                client.addFriend(Object.keys(client.myFriends)[i]);
                client.getChatHistory(Object.keys(client.myFriends)[i]);
            }
        }
    });
  4. I would like it to accept everyone who added me when the bot wasn't opened. i've tried to do that but i think i didn't get how it works, here's what i tried:
     

    client.on('loggedOn', () => {
        client.setPersona(1);
        client.getPersonas(client.myFriends);
    });

    client.on('user', function (sid, user) {
        console.log(sid + " " + user.value);
        if (user.value == 2) {
            client.addFriend(sid);
            client.getChatHistory(sid);
        }
    });

  5. 1. Is there a way to invite people to a steam lobby? (not chat one). the one that emits the 'lobbyInvite' ID event...
    2. the 'friendOrChatMessage' ID event emit also when i write a message in a chat. how can i detect whether it is me or not, because the senderID isn't my id even if i write the message (in dm's only).
    the senderID it is the friend whom i wrote to... (maybe it's a bug so idk).
    3. Is there any way to wait for a user input in the console while executing other functions that run on the same js file?

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