Steamworks Documentation
Found 191 search results for "WA 0812 2782 5310 Biaya Pemborong Interior Rumah Minimalis Type 21 Daerah Ngawen Gunungkidul"
ISteamUser Interface

The JSON response will contain the following fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ownsapp[/b][/td][td]bool[/td][td]Indicates if the user has an active license for this app.…

[/td][/tr] [tr][td][b]vanityurl[/b][/td][td]string[/td][td]✔[/td][td]The vanity URL to get a SteamID for[/td][/tr] [tr][td][b]url_type[/b][/td][td]int32[/td][td][/td][td]The type of vanity URL. 1 (default): Individual profile, 2: Group, 3: Official game group[/td][/tr] [/table] …

ISteamLeaderboards Interface

[section=DeleteLeaderboard]DeleteLeaderboard[/section] [code=http]POST https://partner.steam-api.com/ISteamLeaderboards/DeleteLeaderboard/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

[section=ResetLeaderboard]ResetLeaderboard[/section] [code=http]POST https://partner.steam-api.com/ISteamLeaderboards/ResetLeaderboard/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

ISteamMatchmakingServers Interface

[subsection=CancelQuery]CancelQuery[/subsection] [code=cpp]void CancelQuery( HServerListRequest hRequest );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hRequest[/b][/td][td][apitype]ISteamMatchmaking::HServerListRequest[/apitype][/td][td]The handle to the server list request.…

[/td][/tr] [tr=eNoServersListedOnMasterServer][td][b]eNoServersListedOnMasterServer[/b][/td][td]2[/td][td]Only for the internet query type, returned in response callback if no servers of this type match.[/td][/tr] [/table] [section=constants]Constants[/section] These are constants which are defined for use with ISteamMatchmakingServers. …

IPlayerService Interface

[section=GetRecentlyPlayedGames]GetRecentlyPlayedGames[/section] [code=http]GET https://partner.steam-api.com/IPlayerService/GetRecentlyPlayedGames/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

[section=GetSteamLevel]GetSteamLevel[/section] [code=http]GET https:/partner.steam-api.com/IPlayerService/GetSteamLevel/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

ICloudService Interface

Begin with a "start_index" of zero, and iterate if necessary if the user has more than "count" files. The response has two fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]files[/b][/td][td]see below[/td][td]A list of file details[/td][/tr] [tr][td][b]total_files[/b][/td][td]uint32[/td][td]The total number of files the user has in Steam Cloud for your app.…

[subsection]Delete[/subsection] Example: [code] POST https://api.steampowered.com/ICloudService/Delete/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "filename": "%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]✔[/td][td]filename of the file to delete[/td][/tr] [/table] This API will delete the specified file from the user's Steam Cloud. …

Steam Leaderboards

For positional based leaderboards, use Ascending. For high-score, use Descending. [*]Display Type - Determines the types of data to be displayed with the leaderboard. Select from Numeric, Seconds or Milliseconds. [*]Writes - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. …

Once a leaderboard has been created, you can modify the sort method and display type for a leaderboard through the Game Admin. When FindOrCreateLeaderboard is called for an existing leaderboard, the sort method and display type parameters are ignored. …

ISteamVideo Interface

[subsection=GetOPFSettings]GetOPFSettings[/subsection] [code=cpp]void GetOPFSettings( AppId_t unVideoAppID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unVideoAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]The video app ID to get the OPF details of.…

After receiving this you can use [api]ISteamVideo::GetOPFStringForApp[/api] to access the OPF details. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. …

ISteamHTTP Interface

[/td][/tr] [tr][td][b]pchContentType[/b][/td][td]const char *[/td][td]Sets the value of the calls "content-type" http header.[/td][/tr] [tr][td][b]pubBody[/b][/td][td][apitype]steam_api::uint8[/apitype] *[/td][td]The raw POST body data to set.…

Setting this raw body makes it the only contents for the post, the [code-inline]pchContentType[/code-inline] parameter will set the "content-type" header for the request to inform the server how to interpret the body. …

OAuth

To authenticate a user, redirect the user to [code]https://steamcommunity.com/oauth/login?response_type=token&client_id=client_id_here&state=whatever_you_want[/code] Adding [code-inline]&mobileminimal=1[/code-inline] to the above request is recommended for embedded browsers, as it removes some of the Steam site navigation UI that will not be relevant when the OAuth page is presented directly to a user within your game. If you include the state parameter, it will be passed back to the redirect URI after the user has confirmed or denied access. Note that the authorization code grant type is also supported, by using the response_type=code during login. If the user grants access, they will be redirected back to you at [code]http://redirect/uri/here#access_token=token_here&token_type=steam&state=whatever_you_want[/code] The token should be treated as an opaque string. …

ISteamUserStats Interface

[section=GetPlayerAchievements]GetPlayerAchievements[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetPlayerAchievements/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

[section=GetSchemaForGame]GetSchemaForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetSchemaForGame/v2/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

ISteamNetworkingUtils Interface

[subsection=SetConfigValue]SetConfigValue[/subsection] [code=cpp]bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg );[/code] Set a configuration value. [list] [*] eValue: which value is being set [*] eScope: Onto what type of object are you applying the setting? …

E.g. connection handle, listen socket handle, interface pointer, etc. [*] eDataType: What type of data is in the buffer at pValue? This must match the type of the variable exactly! [*] pArg: Value to set it to. …

ISteamEconomy Interface

[section=CanTrade]CanTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/CanTrade/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

[section=StartTrade]StartTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/StartTrade/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

ISteamUser Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]Was the call successful? …

This usually occurs in the rare event the Steam client has some kind of fatal error. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eFailureType[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]This is a [apitype]ISteamUser::EFailureType[/apitype].…

ICheatReportingService Interface

[/td][/tr] [tr][td][b]appdata[/b][/td][td]uint64[/td][td][/td][td](Optional) App specific data about the type of cheating set by developer. (ex 1 = Aimbot, 2 = Wallhack, 3 = Griefing)[/td][/tr] [tr][td][b]heuristic[/b][/td][td]bool[/td][td][/td][td](Optional) Extra information about the source of the cheating - was it a heuristic.…

[b]Response:[/b] [ { "name": "success", "type": "bool", "description": "" } ] …

IEconService Interface

[section=GetTradeHistory]GetTradeHistory[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeHistory/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

[section=GetTradeOffers]GetTradeOffers[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeOffers/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

Sale Page Section: Apps And Bundles

To do this, find the "Add Individual Apps" area. You'll either type in the game name or appID and select the game from the drop-down. [section]Options for display of games[/section] These options can be combined in a variety of ways to achieve the look you are going for. [docimg=sectionType_Items.jpg]sectionType_Items.jpg[/docimg] Showing a 4-row grid set to display "2/3/4/3" format [subsection]Display as a carousel[/subsection] If you set a section to appear as a carousel, any items that do not fit in the initial display will accessible by click the right or left arrows that appear next to the section. …

ISteamInventory Interface

[subsection=AddPromoItem]AddPromoItem[/subsection] [code=cpp]bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pResultHandle[/b][/td][td][apitype]ISteamInventory::SteamInventoryResult_t[/apitype] *[/td][td]Returns a new inventory result handle.…

There is no reason to call this function if your game hardcoded the numeric definition IDs (e.g. purple face mask = 20, blue weapon mod = 55) and does not allow for adding new item types without a client patch. [b]Returns:[/b] bool Triggers a [apitype]ISteamInventory::SteamInventoryDefinitionUpdate_t[/apitype] callback. …

ISteamTimeline

[subsection=SetGamePhaseID]SetGamePhaseID[/subsection] [code=cpp] void SetGamePhaseID( const char *pchPhaseID) ;[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchPhaseID[/b][/td][td]const char *[/td][td]A game-provided persistent ID for a game phase. …

[subsection=OpenOverlayToGamePhase]OpenOverlayToGamePhase[/subsection] [code=cpp]void OpenOverlayToGamePhase( const char *pchPhaseID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchPhaseID[/b][/td][td]const char *pchPhaseID[/td][td]The game phase to show in the overlay.…

Error Codes &amp;amp; Responses

</p><br>", "feedlabel": "TF2 Blog", "date": 1495218420, "feedname": "tf2_blog", "feed_type": 0, "appid": 440 } ], "count": 2385 } } [/code] [/list] [*] [h4]XML[/h4] [list] [*] XML Attributes are not used. [*] Arrays are represented as a series of sub-elements in the containing element of the type of the array. [*] Null is represented by the word "null" between the element's tags. [*] [b]Example[/b]: [code=xml] <?…

</p><br></contents> <feedlabel>TF2 Blog</feedlabel> <date>1495218420</date> <feedname>tf2_blog</feedname> <feed_type>0</feed_type> <appid>440</appid> </newsitem> </newsitems> <count>2385</count> </appnews> [/code] [/list] [*] [h4]VDF (Valve Data Format)[/h4] [list] [*] This is Valve's internal data format as used in the Source Engine games. …

IEconMarketService Interface

[section=GetAssetID]GetAssetID[/section] [code=http]GET https://partner.steam-api.com/IEconMarketService/GetAssetID/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

[section=GetPopular]GetPopular[/section] [code=http]GET https://partner.steam-api.com/IEconMarketService/GetPopular/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

Results 61 to 80 of 191