Steamworks Documentation
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Templates for In-Game Actions Files

Additionally, the Unit commands have the special action "queue." When an order action is received, if the game detects that the "queue" action is also currently being fired, it will not immediately execute the original order, but instead stick it on queue for that unit. When done with a "move" order this could be used to set waypoints, for instance. Again, this sort of logic would need to be implemented by the game itself. [code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } "CameraPan" { "title" "#Action_CameraPan" "input_mode" "absolute_mouse" } "CameraZoom" { "title" "#Action_CameraZoom" "input_mode" "absolute_mouse" } } "Button" { "click" "#Action_Click" "cancel" "#Action_Cancel" "select" "#Action_Select" "select_add_remove" "#Action_AddRemove" "select_type" "#Action_SelectType" "select_idle" "#Action_SelectIdle" "move_attack" "#Action_MoveAttack" "move_no_attack" "#Action_Move" "attack_target" "#Action_Attack" "assign_group" "#Action_AssignGroup" "add_remove_group" "#Action_AddRemoveGroup" "select_group" "#Action_SelectGroup" "group_0" "#Action_Group0" "group_1" "#Action_Group1" "group_2" "#Action_Group2" "group_3" "#Action_Group3" "group_4" "#Action_Group4" "group_5" "#Action_Group5" "group_6" "#Action_Group6" "group_7" "#Action_Group7" "group_8" "#Action_Group8" "group_9" "#Action_Group9" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "action_layers" { "title" "#Layer_UnitMenu" "Button" { "stop" "#Unit_Stop" "hold" "#Unit_Hold" "patrol" "#Unit_Patrol" "follow" "#Unit_Follow" "queue" "#Unit_Queue" "unit_ability_1" "#Unit_Ability1" "unit_ability_2" "#Unit_Ability2" } "title" "#Layer_BuildMenu" "Button" { "build_0" "#Build_0" "build_1" "#Build_1" "build_2" "#Build_2" "build_3" "#Build_3" "build_4" "#Build_4" "build_5" "#Build_5" "build_6" "#Build_6" "build_7" "#Build_7" "build_8" "#Build_8" "build_9" "#Build_9" } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Layer_UnitMenu" "Unit Menu" "Layer_BuildMenu" "Build Menu" "Action_MoveCursor" "Move Cursor" "Action_CameraPan" "Pan camera" "Action_CameraZoom" "Zoom camera" "Action_Click" "Click mouse" "Action_Cancel" "Cancel" "Action_Select" "Select" "Action_AddRemove" "Add/remove from selection" "Action_SelectType" "Select all units of type" "Action_SelectIdle" "Select idle worker" "Action_MoveAttack" "Attack-Move" "Action_Move" "Move (no attack)" "Action_Attack" "Attack target" "Action_AssignGroup" "Assign group" "Action_AddRemoveGroup" "Add/remove from group" "Action_SelectGroup" "Select group" "Action_Group0" "Group 0" "Action_Group1" "Group 1" "Action_Group2" "Group 2" "Action_Group3" "Group 3" "Action_Group4" "Group 4" "Action_Group5" "Group 5" "Action_Group6" "Group 6" "Action_Group7" "Group 7" "Action_Group8" "Group 8" "Action_Group9" "Group 9" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" "Unit_Stop" "Stop" "Unit_Hold" "Hold ground" "Unit_Patrol" "Patrol" "Unit_Follow" "Follow" "Unit_Queue" "Queue action/waypoint" "Unit_Ability1" "Ability 1" "Unit_Ability2" "Ability 2" "Build_0" "Build option 0" "Build_1" "Build option 1" "Build_2" "Build option 2" "Build_3" "Build option 3" "Build_4" "Build option 4" "Build_5" "Build option 5" "Build_6" "Build option 6" "Build_7" "Build option 7" "Build_8" "Build option 8" "Build_9" "Build option 9" } } } [/code] [section=4x] 4X Strategy[/section] This is a simple 4X strategy game, where you move units on a main map, colonize territory (whether that's planets or islands or cities), and engage in combat with other empires. …

Discounting

If you would like to adjust your Launch Discount, you can do so by going to your game's landing page and clicking the box next to the launch discount you have entered currently. If you would like to change a discount for an upcoming weeklong sale, custom discount or Steam-wide seasonal sale, then you can simply return to [url=https://partner.steamgames.com/promotion/discounts/dashboard/]your discounting dashboard[/url] and change the percentage you wish for any given discount. …

Error Codes & Responses

</p><br>" "feedlabel" "TF2 Blog" "date" "1495218420" "feedname" "tf2_blog" "feed_type" "0" "appid" "440" } } "count" "2385" } [/code] [/list] [/list] A flexible solution should be used to parse Web API results as each method may return results in an arbitrary order. [section=status_codes]HTTP Status Codes[/section] The Steamworks Web API attempts to return appropriate HTTP status codes when possible. …

General Concepts

[subsection]Steam Input API[/subsection] The Steam Input API is the application programming interface developers use to talk directly to the SIC in Native mode. The API is not necessary in order to support Legacy mode. You can find full documentation for that here: [api]ISteamInput[/api]. [subsection]Controller Configuration[/subsection] Players can set up fully customized input mappings for any game in their library, using native mode, legacy mode, or even a mix of both. …

Steam Matchmaking & Lobbies

Up to 50 results may be returned, but usually it's no more than a couple. The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). …

Step by Step: Leaderboards

If there is no name entered, the leaderboard will not appear. [*] [b]Sort Method[/b] - Set the order for the leaderboard sorting. For positional based leaderboards, use Ascending. For high-score, use Descending. [*] [b]Display Type[/b] - Determines the types of data to be displayed with the leaderboard. …

ISteamNetworking Interface

You'll have to call [api]ISteamNetworking::ReadP2PPacket[/api] on the other end with the same channel number in order to retrieve the data on the other end. Using different channels to talk to the same user will still use the same underlying P2P connection, saving on resources. …

This is useful if you want to send a set of smaller messages but have the coalesced into a single packet. Since the reliable stream is all ordered, you can do several small message sends with [code-inline]k_EP2PSendReliableWithBuffering[/code-inline] and then do a normal k_EP2PSendReliable to force all the buffered data to be sent.…

Points Shop Items

If you create Points Shop items for multiple games with your account, submit each to the corresponding game's page, the format for which is below: partner.steamgames.com/apps/communityitems/*YOUR_APP_NUMBER_HERE*/ [section][b]SPECIFICATIONS[/b][/section] The animated item types available through the Points Shop are as follows, in order of popularity: [section][b]Animated Avatar Frames[/b][/section] [h4]Visible anywhere your Steam profile avatar is seen. Create 1-4 of these, ideally. …

User Reviews

Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …

ISteamGameServerStats Interface

It's advisable to keep trying until the call is successful. This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds. You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. …

Features And Tools, Marketing

Learn more: [doclink=store/broadcast]Live-Streaming[/doclink] [*][h3]Upcoming releases page / queue (automatic)[/h3] When your game has been posted as 'coming soon', it appears on the 'all upcoming releases' list, ordered by release date. Additionally, it can appear on other upcoming lists and pages as Steam, based on customer interest in your game, and can be recommended to players based on the tags applied to your game. …

Steam Deck FAQ

[/b] If your game utilizes multi-touch support, there is a drop-down option on the partner site under "Steam Deck Touchscreen" called "Touch API Pass-through" that you will need to select in order for multi-touch input to work. Without it, touch input will be limited to single-touch which emulates a touch screen using a mouse pointer. …

User Authentication and Ownership

This key will be associated with your title's AppID and any downloadable content for that title. In order to access this section of Steamworks, a user must have the "Manage Signing" permission for the relevant Application. …

In-Game Actions File

If you're removing XInput or other gamepad APIs then you will want to set the "major_revision_affects_xinput" flag in order to update existing players. There is also the "major_revision_affects_mousekb" which will force players of mouse/kb configurations to update. …

ISteamInventory Interface

If the purchase process was started successfully, then [code-inline]m_ulOrderID[/code-inline] and [code-inline]m_ulTransID[/code-inline] will be valid in the [apitype]ISteamInventory::SteamInventoryStartPurchaseResult_t[/apitype] call result. …

Early Access

Even if you are asking for feedback that will impact gameplay, customers need something to start with in order to give informed feedback and suggestions. 7. [b][i]Don't launch in Early Access if you are finished with development.[/i] [/b]If you have all your gameplay defined already and are just looking for final bug testing, then Early Access isn’t right for you. …

ISteamUserStats Interface

[/td][/tr] [tr][td][b]eLeaderboardSortMethod[/b][/td][td][apitype]ISteamUserStats::ELeaderboardSortMethod[/apitype][/td][td]The sort order of the new leaderboard if it's created.[/td][/tr] [tr][td][b]eLeaderboardDisplayType[/b][/td][td][apitype]ISteamUserStats::ELeaderboardDisplayType[/apitype][/td][td]The display type (used by the Steam Community web site) of the new leaderboard if it's created.…

[b]See Also:[/b] [api]ISteamUserStats::GetLeaderboardEntryCount[/api], [api]ISteamUserStats::GetLeaderboardSortMethod[/api], [api]ISteamUserStats::GetLeaderboardDisplayType[/api] [subsection=GetLeaderboardSortMethod]GetLeaderboardSortMethod[/subsection] [code=cpp]ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hSteamLeaderboard[/b][/td][td][apitype]ISteamUserStats::SteamLeaderboard_t[/apitype][/td][td]A leaderboard handle obtained from [api]ISteamUserStats::FindLeaderboard[/api] or [api]ISteamUserStats::FindOrCreateLeaderboard[/api].[/td][/tr] [/table] Returns the sort order of a leaderboard handle. [b]Returns:[/b] [apitype]ISteamUserStats::ELeaderboardSortMethod[/apitype] The sort method of the leaderboard. …

Steamworks API Overview

Unlike a game, a dedicated server will usually be run in an environment where there is no Steam Client installed to provide the latest steamworks binaries. In order for the dedicated server to have the latest steam binaries, you will need to include the Dedicated Server Redistributables with your app. …

Uploading to Steam

[list] [*] Ensure asset changes are [b]localized[/b] within the pack file as much as possible [*] [b]Avoid shuffling[/b] asset ordering with a pack file [*] [b]limit[/b] pack file size [*] [b]group[/b] assets by level / realm / feature into their own pack files, and consider adding new pack files for updates instead of modifying existing ones [*] do [b]not[/b] include any original [b]filenames or file / build timestamps[/b] for each asset [/list] The first point above refers to the scope of what bytes are changed within a file when a single asset is modified. …

ISteamHTTP Interface

If the user is in offline mode in Steam, then this will add an only-if-cached cache-control header and only do a local cache lookup rather than sending any actual remote request. If the data you are expecting is small (on the order of a few megabytes or less) then you'll likely want to use [api]ISteamHTTP::SendHTTPRequest[/api]. [b]Returns:[/b] bool Triggers a [apitype]ISteamHTTP::HTTPRequestDataReceived_t[/apitype] callback. …

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