Release EDDI Scripts and EDDI enabled VA Commands Thread

If I attach a text file on my computer will it be uploaded to forum or will link be to file directly on my computer? Sorry really not savvy on way things work at times.

I could just paste it but its sorta long, 120 lines.
Just below the text box where you type your reply, there is an 'Attach Files' button. Click this and select your file, then I believe that will upload it with your comment, like this:
 

Attachments

  • Test.txt
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Just below the text box where you type your reply, there is an 'Attach Files' button. Click this and select your file, then I believe that will upload it with your comment, like this:
kk didn't know if it actually uploaded the file or just linked to it on my computer, if that's even possible.
 
kk didn't know if it actually uploaded the file or just linked to it on my computer, if that's even possible.

... No, I don't think so. The text file (the attachment) is on the forum server (just like small pictures).
When the reader clicks on the attachment, he downloads it to his PC. When you add an attachment,
it is uploaded to the server. I think the size of the text file or images is limited. But I don't know the maximum size.

:giggle:
 
Hello everybody,
just tried to upload a personality with a size of 710kb to snafets and it was rejected, due to the size of it. I couldn't find any information about the maximum size.
Hopefully here somebody has an answer for me, or even better can increase the size on snafets.

Thanks in advance
 
Hey everyone,

I am doing a lot of Neutron Highway jumping and was hoping to have EDDI notify me when my FSD Module Health reached a specific level and keep notifying me until the module health no longer qualifies an alert.

I was hoping it might be something that can be added into the "Jumped" script in Speech Responder.

I took a look at the "Damage check" script in Speech Responder and I am just too much of a noob to generate what I am looking for from the provided info. While the Damage check is great, I am only looking for the FSD health (I think it is ship.frameshiftdrive.health) but I am not exactly sure.

I believe the FSD starts to fail at 80%, so I was looking for an alert once the module hits 85% Module Heath and lower.

When I hear this alert, I know I will need to plan a "maintenance" drop after my next fuel scoop for FSD repair. After the module has been repaired of course this alert would no longer trigger in the "Jumped" script until it hit 85% again.

Would this be possible? I apologize if I wrote a novel for something that probably could have been said in a sentence or two.

Thanks for everyone's help.
 
Hey everyone,

I am doing a lot of Neutron Highway jumping and was hoping to have EDDI notify me when my FSD Module Health reached a specific level and keep notifying me until the module health no longer qualifies an alert.

I was hoping it might be something that can be added into the "Jumped" script in Speech Responder.

I took a look at the "Damage check" script in Speech Responder and I am just too much of a noob to generate what I am looking for from the provided info. While the Damage check is great, I am only looking for the FSD health (I think it is ship.frameshiftdrive.health) but I am not exactly sure.

I believe the FSD starts to fail at 80%, so I was looking for an alert once the module hits 85% Module Heath and lower.

When I hear this alert, I know I will need to plan a "maintenance" drop after my next fuel scoop for FSD repair. After the module has been repaired of course this alert would no longer trigger in the "Jumped" script until it hit 85% again.

Would this be possible? I apologize if I wrote a novel for something that probably could have been said in a sentence or two.

Thanks for everyone's help.
I believe this is what you are looking for:
Code:
{if ship.frameshiftdrive.health < 86:
    Caution: Your FSD is at {ship.frameshiftdrive.health}%.
}
Just put this in your Jumped event and you should be good to go. :) I haven't been able to test it in game, but I'm confident it will work as it's mostly ripped right out of the Damaged event. ;)
 
I believe this is what you are looking for:
Code:
{if ship.frameshiftdrive.health < 86:
    Caution: Your FSD is at {ship.frameshiftdrive.health}%.
}
Just put this in your Jumped event and you should be good to go. :) I haven't been able to test it in game, but I'm confident it will work as it's mostly ripped right out of the Damaged event. ;)
Thanks for the quick response Darkcyde. Thats exactly what I needed. Now I really feel like a noob. I will add this to my Jumped event and will be able to test in game here shortly. Thank you again for your help!
 
I believe this is what you are looking for:
Code:
{if ship.frameshiftdrive.health < 86:
    Caution: Your FSD is at {ship.frameshiftdrive.health}%.
}
Just put this in your Jumped event and you should be good to go. :) I haven't been able to test it in game, but I'm confident it will work as it's mostly ripped right out of the Damaged event. ;)
I placed the code at the very end of my Jumped event but the alert is triggering that my FSD is at 0%. Current FSD health is 99% according to the modules screen on ship. Any thoughts as to what I did wrong?

Thanks

Just running this string alone {ship.frameshiftdrive.health} returns: zero. Does that mean the string is pulling bad info or is somehow incorrect?

Running this alone {ship.health} returns: 100. That is my current correct hull health.

This is above my pay grade now. lol

So after a few hours of reading and searching forums, it appears that this is actually not going to be possible due to the way module damage is currently handled and reported.

I found this post from Tkael that explains it in far more better detail than I can.

https://github.com/EDCD/EDDI/issues/495

I hope its ok to post that link here. If not, I will remove it. Thanks again for the assistance.
 
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I placed the code at the very end of my Jumped event but the alert is triggering that my FSD is at 0%. Current FSD health is 99% according to the modules screen on ship. Any thoughts as to what I did wrong?

Thanks

Just running this string alone {ship.frameshiftdrive.health} returns: zero. Does that mean the string is pulling bad info or is somehow incorrect?

Running this alone {ship.health} returns: 100. That is my current correct hull health.

This is above my pay grade now. lol
Hmm, I don't think you've done anything wrong.

I'm just in the beta at the moment, and I tried crashing out of supercruise to deliberately damage my ship. Most systems are at 99% health, but when I tried to run 'ship.frameshiftdrive.health' by itself, its reporting 100% still. I also tried running the 'Damage Check' script and it says my ship is at full health, which it is obviously not. It could be that I'm in the beta, so I'm going to go back to the main game once i've tidied up some missions, and i'll get back to you.
…..
EDIT: OK, so I've loaded back up into the main game (not beta) and crashed out of supercruise again. Most of my systems are at 99% or 98% now, with my FSD at 98%. Running just {ship.frameshiftdrive.health} results in EDDI saying it's at 100, and the Damage Check script still says I'm fully operational. I think there may be a problem with EDDI not registering damage anymore.

@VerticalBlank @Hoodathunk @Tkael Any ideas on this one? Any help would be appreciated. If it helps at all, I have this as the last line in my journal, should this have any damage info in it?
{ "timestamp":"2019-12-01T17:22:41Z", "event":"ModuleInfo" }
 
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Hi All

Hopefully this thread is still alive.

For some reason my wife is a little objectionable about the amount of time I spend playing ED :p:p

I play in VR with EDDI and VA, so the immersion is pretty awesome.

I was thinking of putting in a time notification of some sort into the Jumped script. Occasionally(4, "time is now <blah>")

Problem is I can't seem to find anyway of getting the current time. I could do it in VA with the {TIME} token, but I don't want it saying the time after every jump.

Thanks for any guidance you can offer.
 
Hi All

Hopefully this thread is still alive.

For some reason my wife is a little objectionable about the amount of time I spend playing ED :p:p

I play in VR with EDDI and VA, so the immersion is pretty awesome.

I was thinking of putting in a time notification of some sort into the Jumped script. Occasionally(4, "time is now <blah>")

Problem is I can't seem to find anyway of getting the current time. I could do it in VA with the {TIME} token, but I don't want it saying the time after every jump.

Thanks for any guidance you can offer.
Hi philcart,

You can use this code to tell you the time {format(SecondsSince(0), "dl:HH:mm:ss")}. This will tell you your local time, or if you wish to use UTC time, then use "d:.." instead of "dl:...". "HH" is 24 hour format, so if you want 12 hour format, use "hh" instead. If you don't want seconds then remove the ":ss".

To put it into your use case: {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:HH:mm')}.")} .

Hope that helps! :)

-=] Darkcyde [=-

EDIT: Made your use case say "the time is..."
 
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Hi philcart,

You can use this code to tell you the time {format(SecondsSince(0), "dl:HH:mm:ss")}. This will tell you your local time, or if you wish to use UTC time, then use "d:.." instead of "dl:...". "HH" is 24 hour format, so if you want 12 hour format, use "hh" instead. If you don't want seconds then remove the ":ss".

To put it into your use case: {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:HH:mm')}.")} .

Hope that helps! :)

-=] Darkcyde [=-

EDIT: Made your use case say "the time is..."

Awesome!

I'll stick to 12 hour format, is there something to add for AM/PM?
 
Awesome!

I'll stick to 12 hour format, is there something to add for AM/PM?
Unfortunately, it seems that Cottle (the language used by EDDI) doesn't support the necessary format code for AM/PM reporting. At least not that I can find anyway. Still if you need it, here's some code I quickly made:
Code:
<Deleted, see below>

Although, as gazelle says, if you need to be reminded what half of the day it is, you've probably been gaming too long. Just look out the window, if it's dark should be a good indication! (sorry, could't help myself) ;)

EDIT: Just improved the code a bit:
Code:
{Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm')}
                  {set time to cast(format(SecondsSince(0), 'dl:HH'), 'n')}
                  {if time < 12: AM |else: PM}
                 ")}
 
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Awesome!

I'll stick to 12 hour format, is there something to add for AM/PM?
Nevermind, found it
Unfortunately, it seems that Cottle (the language used by EDDI) doesn't support the necessary format code for AM/PM reporting. At least not that I can find anyway. Still if you need it, here's some code I quickly made:
Code:
<Deleted, see below>

Although, as gazelle says, if you need to be reminded what half of the day it is, you've probably been gaming too long. Just look out the window, if it's dark should be a good indication! (sorry, could't help myself) ;)

EDIT: Just improved the code a bit:
Code:
{Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm')}
                  {set time to cast(format(SecondsSince(0), 'dl:HH'), 'n')}
                  {if time < 12: AM |else: PM}
                 ")}

:p :p You guys are sooo funny. It's always dark out in the black.

BTW, I found the format code here https://docs.microsoft.com/en-us/dotnet/standard/base-types/custom-date-and-time-format-strings
 
Nevermind, found it


:p :p You guys are sooo funny. It's always dark out in the black.

BTW, I found the format code here https://docs.microsoft.com/en-us/dotnet/standard/base-types/custom-date-and-time-format-strings
Ah, I had been looking at it from the other side, using the 'f' formatting code instead of the 'd' code. However, as you've probably found out by now, Cottle doesn't read it out correctly when using the ":tt" formatter. It actually reads out the separating colons as well. I'm not sure if this is something that can be fixed within EDDI or not.

EDIT: Doh, forget what I said. I just realised you don't need the colon between the time and the AM/PM code. So {Occasionally(4, "The time is {format(SecondsSince(0), 'dl:hh:mm tt')}")} is what you need.
 
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I'll try it again here.

Question to the specialists:
Is it possible to read out the current number of chaff and/or heat sinks ?
The variable hardpoint.module.ammoinhopper (ship.hardpoints) returns a value, but it is not current.
 
I'll try it again here.

Question to the specialists:
Is it possible to read out the current number of chaff and/or heat sinks ?
The variable hardpoint.module.ammoinhopper (ship.hardpoints) returns a value, but it is not current.
I don't believe there is a way, although I'm sure someone will correct me if I'm wrong.

I was under the impression that certain data, such as you are asking for, is only updated during certain events, like landing/take off, or loading your game, for example. From what I remember, this is a limitation of the player Journal that Elite writes, and is not something EDDI can easily overcome.

The only way to get up-to-date info, that I can think of right now anyway, is to add code to the EDDI events which will set the amount to a state variable, and decrement the number when you use one. I did something similar to this a long time ago, when I wanted to have an accurate number for limpets I had onboard.
 
I don't believe there is a way, although I'm sure someone will correct me if I'm wrong.

I was under the impression that certain data, such as you are asking for, is only updated during certain events, like landing/take off, or loading your game, for example. From what I remember, this is a limitation of the player Journal that Elite writes, and is not something EDDI can easily overcome.

The only way to get up-to-date info, that I can think of right now anyway, is to add code to the EDDI events which will set the amount to a state variable, and decrement the number when you use one. I did something similar to this a long time ago, when I wanted to have an accurate number for limpets I had onboard.

I was afraid of this.
With Voice Attack you might be able to implement your idea without any additional EDDI extension (basic value of EDDI > passed to VA and then calculate there).
Thanks for the info and the confirmation.

Greetings nepomuk
 
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