Can you elaborate? What exactly are you suggesting that we change? Thanks!So this should be addressed in the default personality, i think
Can you elaborate? What exactly are you suggesting that we change? Thanks!So this should be addressed in the default personality, i think
Try usingCould someone tell me why this works
but this don't?Code:{set plural to len(reportbody.rings) > 1} {if(plural): "rings" |else: "one ring"}
Code:{set plural to len(reportbody.rings) > 1} { where(plural,"rings","one ring") }
when
rather than where
. https://cottle.readthedocs.io/en/stable/page/03-builtin.html#when-condition-truthy-falsyThanks for your offer but we're not currently accepting donations. Typically, we suggest donating to third party services we connect with and which have recurring expenses for maintaining their servers like EDSM, Inara, EDDB, Coriolis, EDSY, etc.EDIT: Oh... and by the way. EDDI is such a great addition to the game! Is there a way to make a donation for all your time and efforts?
Body Report, line 77:Can you elaborate? What exactly are you suggesting that we change? Thanks!
{if find(reportbody.reserves, "Pristine") >= 0:
pristine
|elif find(reportbody.reserves, "Major") >= 0:
rich
}
Try usingwhen
rather thanwhere
. https://cottle.readthedocs.io/en/stable/page/03-builtin.html#when-condition-truthy-falsy
where
instead of when
....My understanding was that EDDI keeps a (small?) database of systems you've scanned. I may be wrong though, and it could also just be a short-term cache rather than a database. I'm sure T'Kael or VerticalBlank can give you the proprer answer. I thought that EDDI would try to get system and body data from that 'database' first, and if it can't find any, would then look to EDSM. Some information is received from the Journal, like when you make a jump to a system, but I'm not sure exactly which information.Hello T'Kael, VerticalBlank, Darkcyde and all EDDI connoisseurs,
I have a question about the variables or the function SystemDetails() . How does the array get the values, for example the visits of the system (system.visits) ?
I guess via EDSM and API ?
Background of the question: Is it possible with a new PC but the old FD account to get the known systems announced again as known systems and also the number of visits ?
In the German Elite forum a similar question was asked.
I hope I have expressed myself understandably.
Thank you very much and greetings from nepomuk
Translated with www.DeepL.com/Translator (free version)
system.
variables list is available with SystemDetails().We store data about visited stars is a local database and we synchronize visits using your EDSM API key if you have that set up. If you're setting up a new computer, you can enter your EDSM API key in the EDSM responder and hit the sync button to retrieve the data in EDSM about your prior visits.Hello T'Kael, VerticalBlank, Darkcyde and all EDDI connoisseurs,
I have a question about the variables or the function SystemDetails() . How does the array get the values, for example the visits of the system (system.visits) ?
I guess via EDSM and API ?
Background of the question: Is it possible with a new PC but the old FD account to get the known systems announced again as known systems and also the number of visits ?
In the German Elite forum a similar question was asked.
I hope I have expressed myself understandably.
Thank you very much and greetings from nepomuk
Translated with www.DeepL.com/Translator (free version)
I believe this is a known bug with the game, not EDDI. EDDI is only reacting to the Journal events that the game creates, and in this case, the game is making a 'mission accepted' Journal entry when it shouldn't.When I negotiate about payment at the concourse, EDDI says that I accepted the mission, which is not true
I can confirm that. We receive theI believe this is a known bug with the game, not EDDI. EDDI is only reacting to the Journal events that the game creates, and in this case, the game is making a 'mission accepted' Journal entry when it shouldn't.
Mission accepted
event when you negotiate even though you haven't accepted the mission yet. Vexing but there's not really anything that we can do unfortunately.If he loads EDDI from VA with an HCS voicepack, eddi gets invoked from VA as it's running already as a plug in.Hello T'Kael, Verticalblank and Darkcyde,
I have a question about EDDI again. In the German forum there is a commander, who would like to use EDDI but he already has a HCS voicepack installed.
If both programs are installed there are problems, among others it says that two instances of EDDI are running.
Do you know why this is? Can this be corrected so that both can run together?
Thanks for your info !
Translated with www.DeepL.com/Translator (free version)
As far as we're aware, HCS does not install EDDI and both should be able to run together just fine. As @GJ51 suggested, the commander you're referencing is probably trying to run a standalone instance of EDDI while it is already running as a plugin for VoiceAttack. If so, the commander should import EDDI.vap and edit its commands so that the commander can invoke EDDI's UI from the already running plugin instance.Hello T'Kael, Verticalblank and Darkcyde,
I have a question about EDDI again. In the German forum there is a commander, who would like to use EDDI but he already has a HCS voicepack installed.
If both programs are installed there are problems, among others it says that two instances of EDDI are running.
Do you know why this is? Can this be corrected so that both can run together?
Thanks for your info !
Translated with www.DeepL.com/Translator (free version)
Hm... strange. I use the default script, but EDDI keeps telling me that there's always one more jump to go as soon as I arrive in the system.
Maybe my EDDI is a little bit stupid
Hmm, no, that section of code only reacts toI have the same issue. EDDI always report I have on jump remaining when arriving at destination system.
Is there a wrong "," in the script line 32 and or line 34
jump_count
being greater than 0, which is set on line 14 from an existing state variable. That state variable seems to only be set in the 'Next jump' event script, which is triggered when a system is selected to jump to, and should be set to zero when your FSD kicks in (the FSD engaged event). I'm guessing 'Next jump' is triggered somewhere between 'FSD engaged' (where the state variable is set to zero), and the 'Jumped' event (which is reporting the one more jump).You are right, my FSD Engaded script was disabled. It works now. But I dont think it is reporting "arrived at destination"Hmm, no, that section of code only reacts tojump_count
being greater than 0, which is set on line 14 from an existing state variable. That state variable seems to only be set in the 'Next jump' event script, which is triggered when a system is selected to jump to, and should be set to zero when your FSD kicks in (the FSD engaged event). I'm guessing 'Next jump' is triggered somewhere between 'FSD engaged' (where the state variable is set to zero), and the 'Jumped' event (which is reporting the one more jump).
Maybe @T'kael or @VerticalBlank can provide more insight into this. In the mean time, I'll see if I can reproduce it myself.
Ahhh, ok, that explains that part then.You are right, my FSD Engaded script was disabled. It works now. But I dont think it is reporting "arrived at destination"
destinationdistance
is zero. I'll test that and see what I come up with.Perhaps another relevant script (likeAhhh, ok, that explains that part then.
Hmm, the Jumped script should say you have arrived whendestinationdistance
is zero. I'll test that and see what I come up with.
Next jump
?) is also disabled?