Ich nutze die originale EDDI. Bislang habe ich noch keine Anpassung vorgenommen.
{if system.allegiance = "Empire":
{F("Empire honorific")}
|elif system.allegiance = "Federation":
{if cmdr.empirerating.rank >= 0:
Attention, you're entering hostile space!
|else:
{if cmdr.federationrating.rank = 0:
commander
|else:
{cmdr.federationrating.name}
}
}
|else:
commander
}
thanks for cross-posting in English. Websites already in English (in chrome at least) don't give translation options for portions or posts therein without using fancy plugins or extensions - can be a chore to take each reply over to a translator just to follow along, or check out the solution. Cheers!Die einfachste und schnellste Änderung ist folgende:
The simplest and fastest change is the following:
Code:{if system.allegiance = "Empire": {F("Empire honorific")} |elif system.allegiance = "Federation": {if cmdr.empirerating.rank >= 0: Attention, you're entering hostile space! |else: {if cmdr.federationrating.rank = 0: commander |else: {cmdr.federationrating.name} } } |else: commander }
Das Problem dabei ist, Du kannst ja bei beiden Mächten einen Rang haben. Für Dich, der nur für das Imperium kämpft, würde das aber passen.
Probiere es einfach mal aus.
The problem is, you can have a rank with both powers. For you, who only fights for the empire, this would fit.
Just try it out.
Please do. After all, this is an English forum and if two Germans meet here this time, the majority of the readers should be able to read along without much effortthanks for cross-posting in English. Websites already in English (in chrome at least) don't give translation options for portions or posts therein without using fancy plugins or extensions - can be a chore to take each reply over to a translator just to follow along, or check out the solution. Cheers!
{set controllers to 0}
{set isMiner to false}
{_ set cntCompartment to 1}
{for compartment in ship.compartments:
{_ Log(cat("Compartment ", cntCompartment, ": ", compartment.module.name, " - ", compartment.module.invariantName))}
{set cntCompartment to cntCompartment + 1}
{if find(compartment.module.name, "Controller") != -1 || find(compartment.module.invariantName, "dronecontrol") != -1:
{set controllers to controllers + 1}
|elif compartment.module.name = "Refinery":
{set isMiner to true}
}
}
{set limpets to 0}
{for cargo in inventory:
{if cargo.edname = "Drones":
{set limpets to cargo.total}
}
}
{set percentLimpets to ship.cargocapacity * 0.05}
{if isMiner: {set percentLimpets to ship.cargocapacity * 0.7}}
{if controllers > 0 && limpets = 0 && cargoCarried < ship.cargocapacity / 2:
You are not carrying limpets.
|elif controllers > 0 && limpets < percentLimpets && cargoCarried < ship.cargocapacity / 2:
You only have {limpets} {if limpets = 1: limpet |else: limpets} on-board.
|elif controllers = 0 && limpets > 0:
You are carrying limpets but no limpet controller.
}
Hmm, I'm not able to test this right now, but have a try withHi all,
first of all thanks for a very useful tool and happy holidays!
I'm running EDDI 4.0.1 without VA and with EDH. I tried one of the new multi limpet controllers and the EDDI script doesn't recognize the MLC.
I've seen that you already inserted the MLCs in DataDefinitions/ModuleDefinitions.cs. So I guess they will be supported in the next version update.
Is there another class property apart from compartment.module.name and compartment.module.invariantName? Currently, both are empty for the MLC. In particular I'd find it useful to have an exported property for the ED journal item value, like int_multidronecontrol_operations_size3_class4. This way new modules wouldn't necessarily have to be actively supported as the journal data is transparently exported to Cottle.
Another small thing: Could the location of the edit script window be saved as well?
My limpet check script for context:
Code:{set controllers to 0} {set isMiner to false} {_ set cntCompartment to 1} {for compartment in ship.compartments: {_ Log(cat("Compartment ", cntCompartment, ": ", compartment.module.name, " - ", compartment.module.invariantName))} {set cntCompartment to cntCompartment + 1} {if find(compartment.module.name, "Controller") != -1 || find(compartment.module.invariantName, "dronecontrol") != -1: {set controllers to controllers + 1} |elif compartment.module.name = "Refinery": {set isMiner to true} } } {set limpets to 0} {for cargo in inventory: {if cargo.edname = "Drones": {set limpets to cargo.total} } } {set percentLimpets to ship.cargocapacity * 0.05} {if isMiner: {set percentLimpets to ship.cargocapacity * 0.7}} {if controllers > 0 && limpets = 0 && cargoCarried < ship.cargocapacity / 2: You are not carrying limpets. |elif controllers > 0 && limpets < percentLimpets && cargoCarried < ship.cargocapacity / 2: You only have {limpets} {if limpets = 1: limpet |else: limpets} on-board. |elif controllers = 0 && limpets > 0: You are carrying limpets but no limpet controller. }
.EDName
(or .edname
) instead of .name
/.invariantName
. I know this is used in a couple of default scripts, so may work here too. It should give something like the int_multidronecontrol_operations_size3_class4 you mention, assuming it works.Another small thing: Could the location of the edit script window be saved as well?
Thanks. Both properties exist. But for the MLC they are also empty.Hmm, I'm not able to test this right now, but have a try with.EDName
(or.edname
) instead of.name
/.invariantName
. I know this is used in a couple of default scripts, so may work here too. It should give something like the int_multidronecontrol_operations_size3_class4 you mention, assuming it works.
2021-12-23T15:57:12 [Info] Log:function Compartment 7: Cargo Rack - Cargo Rack - Int_CargoRack_Size5_Class1
2021-12-23T15:57:12 [Info] Log:function Compartment 9: Supercruise Assist - Supercruise Assist - Int_SupercruiseAssist
2021-12-23T15:57:12 [Info] Log:function Compartment 8: - -
2021-12-23T15:57:12 [Info] Log:function Compartment 11: Guardian Hull Reinforcement - Guardian Hull Reinforcement - Int_GuardianHullReinforcement_Size5_Class2
Oh. Well, it was worth a try. Sorry they didn't work out.Thanks. Both properties exist. But for the MLC they are also empty.
Code:2021-12-23T15:57:12 [Info] Log:function Compartment 7: Cargo Rack - Cargo Rack - Int_CargoRack_Size5_Class1 2021-12-23T15:57:12 [Info] Log:function Compartment 9: Supercruise Assist - Supercruise Assist - Int_SupercruiseAssist 2021-12-23T15:57:12 [Info] Log:function Compartment 8: - - 2021-12-23T15:57:12 [Info] Log:function Compartment 11: Guardian Hull Reinforcement - Guardian Hull Reinforcement - Int_GuardianHullReinforcement_Size5_Class2
Kimmi Räikkönen COVAS would be awesome!Is there a way for EDDI to not use Windows own speech settings? It's hilarious but I've got a Finnish language Windows 11 and for some reason EDDI speaks English with a hilarious Finnish accent. It sounds worse than Kimi Räikkönen, Marcus Grönholm & Mika Häkkinen combined.
Leave me alone I know what I'm doing!Kimmi Räikkönen COVAS would be awesome!
Gimme my gloves…..my gloves…..and the steering wheel……THE WHEEL!!Leave me alone I know what I'm doing!
Happy New Year to you too! And to everyone else here as well, wherever you may be in this world, or the galaxy!HAPPY NEW YEAR!, gents
If you've been following along on Github, I've been working towards a next release (which will support the new limpet controllers). I'm not ready to announce that new release yet though. ;-)Happy New Year as well!
Good opportunity to set goals for the new year. Any chance a new version may be released soon, which supports the new limpet controllers?
I saw that there seem to be structural changes in progress. As this could take usually a little longer, I was not expecting an immediate release. It's ready when it's ready.If you've been following along on Github, I've been working towards a next release (which will support the new limpet controllers). I'm not ready to announce that new release yet though. ;-)
Will we be able to merge the new stuff with our edited scripted speech somehow? Or will all customized scripts stay untouched?If you've been following along on Github, I've been working towards a next release (which will support the new limpet controllers). I'm not ready to announce that new release yet though. ;-)
When you install a new version of EDDI, any scripts that you have made changes to are not updated. Scripts that are still default will be updated.Will we be able to merge the new stuff with our edited scripted speech somehow? Or will all customized scripts stay untouched?