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Posts
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Everything posted by apibot
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After successful smelting/crafting, tf2.backpack is not getting updated. let scraps = inventory.filter(item => item.name == "Scrap Metal") let recs = inventory.filter(item => item.name == "Reclaimed Metal") //I have to use inventory from getInventoryContents because tf.backpack is not updated if (scraps.length > 12) { let craft = Math.floor((scraps.length - 12) / 3) for (let i = craft; i > 0; i--) tf.craft(scraps.slice(0, 3)) } also this only craft 1 reclaimed
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Is there a way to do this or a website that has it
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Thanks for the reply! Already went that path.
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My bot listens for sentOfferChanged event. Sometimes an offer is accepted, it fires with the state: 3. Then after a few seconds, sentOfferChanged fires again with the same offer but now with state: 9, and fires the same offer with state: 3 again. Causing some issues in my end since I rely on state: 3 when deducting credits from user's balance.
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community.getMarketItem(753, "753-Sack of Gems", (error, key) => { if (error) return console.log(error) setTimeout(() => { key.updatePrice((error) => { if (error) return console.log(error) console.log(key.lowestPrice) }) }, 1000 * 15) }) community.getMarketItem(753, "753-Sack of Gems", (error, key) => { if (error) return console.log(error) setTimeout(() => { key.updatePrice() console.log(key.lowestPrice) }, 1000 * 15) }) both throw "TypeError: callback is not a function" error node_modules/steamcommunity/classes/CMarketItem.js:113:4
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I am using community.httpRequestGet to fetch Mann Co. Supply Crate Key and Sack of Gems for prices via "https://steamcommunity.com/market/priceoverview/" link and everything's doing great. Any advice to avoid rate-limits and possible ban? I am planning to use it regularly say, less than a hundred request per "hour" for other items.
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Will it be implemented in the near future or not at all?
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just got back. tried it your way and it is so much better and effective. thanks!
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My bot automatically craft/smelt metals according to my bot's stock flow: gamesPlayed(440) if haveGCSession is false > wait for connectedToGC to fire > craft > wait for craftingComplete to fire > gamesPlayed() to exit tf2 > reload inventory. Sometimes it completes the flow but I am stucked with the same number of metals. Sometimes it is stucked waiting for craftingComplete to be emitted. Sometimes it is successful especially when I restart my bot. Yes, I load my inventory via getInventoryContents everytime before crafting to make sure I have the correct item.ids.
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Is it possible to use it on paints and paintable items?
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that's exactly what it was
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client.on("webSession", set_cookies) client.on("loggedOn", online) function online() { log("logged on") } function set_cookies(cookies) { log("cookies set") community.setCookies(cookies); } 24 Oct 14:28:58 - test: logged on 24 Oct 14:28:59 - test: cookies set 24 Oct 14:29:01 - test: cookies set 24 Oct 14:29:04 - test: cookies set 24 Oct 14:29:08 - test: cookies set 24 Oct 14:29:17 - test: cookies set
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community.postGroupComment(gid, content, () => { });
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is your /message file a .json or .js. Listen for file changes, it it's a .json you can just re-require it. I'm not sure if it works with .js file.
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I'm suspecting that somewhere in your code, clanid gets manipulated like parsing it as an integer. Know that: parseInt(103582791470169702) != 103582791470169702 parseInt("103582791470169702") != "103582791470169702" parseInt(103582791470169702) == parseInt(103582791470169702)
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You are using a limited account.
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declaring a language in constructor with an account that has over 10k items in steam and 1k on tf2 uses almost(and sometimes) over 1.5gb of ram?
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is there a method to get values in descriptions like the getTag method?
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is there a way to determine if the item is non-craftable or not using node-tf2 or inventories from trade-offer-manager? I guess I found it. Is it safe to assume the "not usable in crafting" in descriptions?
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if bot#1 retrieves a user's inventory via offer.getPartnerInventoryContents then saves it on a global variable, can bot#2 use the contents saved in the global variable to send an offer? assuming that inventory has not changed
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So, my bot cancels trade-offers after 30 minutes(now set to two hours). How do I check if the trade is already being accepted but not fully processed yet(for large trades like buying sets of cards). Yesterday, my bot cancelled a trade that was already accepted but not marked as accepted yet bc it consists atleast 300 or more cards and it usually takes a few minutes to process. It ended with some of my cards missing and my client's keys are missing too. I checked my bot's inventory history(not trade history) and it showed that some of the cards were traded, just traded without a name to whom it was traded to. Possible workaround is to remove automatic cancellation of trades
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Client is for polling and community for requests, right?
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Hi, i have a server with 5 public IPs, 1 for pihole dns/vpn 1 for my tradebot and the rest for other stuffs now, I use all three packages(user-tradeoffer-community) in my tradebot, and as I read in doc for user and community that you can pass a local address. If I pass one of my public ip(the one intended for tradebot) to my bot instance, will it use the IP too in trade-offer-manager requests? I'm passing steam-user instance to trade-offer-manager constructor. If I decided to host other people's bot using my extra public IPs, are the requests separate from each ip? Talking about rate-limits
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if I decided to make a counter-offer and call getPartnerInventoryContents, do I get inventory contents without the items in offer window? example scenario would be, in his offer window he placed 1000 steam gems and he got 1200 steam gems total, if I loop his steam inventory which is retrieved from getPartnerInventoryContents, will i get amount as 1200 or 200?