Release EDDI Scripts and EDDI enabled VA Commands Thread

Excellent. That works for me as well! However, how would I use this in a VA text-to-speech command? For example, replacing "Commander" with the Honorific in:

Say Something With Text-To-Speech

- [Hardpoints;Weapons] already [out;ready;deployed][ Commander;""].

Where, as you can see, the honorific would only occasionally show up. Or perhaps if it were in the middle of the TTS?
 
Excellent. That works for me as well! However, how would I use this in a VA text-to-speech command? For example, replacing "Commander" with the Honorific in:

Say Something With Text-To-Speech

- [Hardpoints;Weapons] already [out;ready;deployed][ Commander;""].

Where, as you can see, the honorific would only occasionally show up. Or perhaps if it were in the middle of the TTS?

Hi,

the easiest would be to make a complete script in EDDI ('Hardpoints'), and call it with 'speech' in VA, instead with 'say something...'. That's my best guess in the morning :)


Best regards!
 
@JRohrer
Thank you so much for the script idea, will test and work with it.

Another question about eddi scripts: I have some scrips with a pause function. EG: The Standard docking granted script. There is a pause for 8000ms bevore you get your landing pad infos. Ingame i get no pause at all. Immediately after i get the docking granted eddi starts talking wich is a little bit anoying because eddi and the station are talking at the same time.

So why is the pause function not working here? Can anybody help me with this?
 
@JRohrer
Thank you so much for the script idea, will test and work with it.

Another question about eddi scripts: I have some scrips with a pause function. EG: The Standard docking granted script. There is a pause for 8000ms bevore you get your landing pad infos. Ingame i get no pause at all. Immediately after i get the docking granted eddi starts talking wich is a little bit anoying because eddi and the station are talking at the same time.

So why is the pause function not working here? Can anybody help me with this?

Hi,

are you using the default docking granted script?

sometimes in my case, at FSD engaged event EDDI ignores (or at least it ignored in the past weeks, I don't know if it still happens after the update) the delay there too, this might be a bug (in most cases, it works fine)...

Best regards!
 
Yes, i am using the default script and it almost never work. Same problem with landing at a station and getting the market updates. There is also a pause/delay build in in the default script but eddi starts talking as soon as i landed. Maybe it is a bug. is there a way to get in contact with the author of eddi?
 
Just wondering what the current status is on the Ship Monitor. Only half of my fleet populates the Value field.

I know this has been borked for a long time, but with all the API changes and recent updates, I was wondering if there's any way to get this fixed yet. I have one entry that's totally blank across all fields. Is there a way to delete and force EDDI to re-read the data?

Thanks for any update on this issue.

And THX again to all who have stepped forward to maintain EDDI
 
Just wondering what the current status is on the Ship Monitor. Only half of my fleet populates the Value field.

I know this has been borked for a long time, but with all the API changes and recent updates, I was wondering if there's any way to get this fixed yet. I have one entry that's totally blank across all fields. Is there a way to delete and force EDDI to re-read the data?

Thanks for any update on this issue.

And THX again to all who have stepped forward to maintain EDDI

The ship monitor in EDDI 2.4.1 is much improved with the new data that the game provides in 2.4. It sounds like the file "shipmonitor.json" in your "%APPDATA%\EDDI" folder may have become messed up. Quit EDDI and rename or remove that file, then relaunch EDDI. It should repopulate your fleet, including locations and values, directly from Frontier's API without you even needing to launch the game. However the data required for export to Coriolis or EDShipyard is only made available when you board the ship in question.

Hope this helps!
 
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The ship monitor in EDDI 2.4.1 is much improved with the new data that the game provides in 2.4. It sounds like the file "shipmonitor.json" in your "%APPDATA%\EDDI" folder may have become messed up. Quit EDDI and rename or remove that file, then relaunch EDDI. It should repopulate your fleet, including locations and values, directly from Frontier's API without you even needing to launch the game. However the data required for export to Coriolis or EDShipyard is only made available when you board the ship in question.

Hope this helps!

Working!

Thank you
 
The ship monitor in EDDI 2.4.1 is much improved with the new data that the game provides in 2.4. It sounds like the file "shipmonitor.json" in your "%APPDATA%\EDDI" folder may have become messed up. Quit EDDI and rename or remove that file, then relaunch EDDI. It should repopulate your fleet, including locations and values, directly from Frontier's API without you even needing to launch the game. However the data required for export to Coriolis or EDShipyard is only made available when you board the ship in question.

Hope this helps!

Such a tip! \o/

Finally EDDI is recognizing all my fleet. Thank you, thank you, thank you very much!
 
hey folks I've been out of the loop for awhile and making my way back, updating my scripts etc.

Couple of things I've noticed.

When in multi crew the ((EDDI Entered supercruise)) script is triggered.

Also something else that I worked on was reading out the noted on system in EDSM when jumping into a system doesn't seem to get read anymore. I got all the engineers bases and blueprints on EDMS but the "notes" don't get read out. EDDI did when it first came out, I still have a youtube video I made on it
 
Hi,

the easiest would be to make a complete script in EDDI ('Hardpoints'), and call it with 'speech' in VA, instead with 'say something...'. That's my best guess in the morning :)


Best regards!

Thanks, looks like my next project will be making EDDI scripts for every instance where I want TTS with an Honorific. XD
 
One thing I noticed: EDDI seems to not distinguish between a successful or an evaded interdiction.

Kind of silly since I've got a VA macro triggering on interdiction that does various things. Callout TTS, targeting "next ship", changing power settings, deploying hardpoints, and setting throttle to "slow ahead." It attempts to do all of that even when I evade. :p
 
One thing I noticed: EDDI seems to not distinguish between a successful or an evaded interdiction.

Kind of silly since I've got a VA macro triggering on interdiction that does various things. Callout TTS, targeting "next ship", changing power settings, deploying hardpoints, and setting throttle to "slow ahead." It attempts to do all of that even when I evade. :p

I can help you there: in your "Ship interdicted" script check the "event.succeeded" flag. Details at https://github.com/EDCD/EDDI/wiki/Ship-interdicted-event
 
Thanks, looks like my next project will be making EDDI scripts for every instance where I want TTS with an Honorific. XD

Sorry I didn't respond sooner, but you can do this through VoiceAttack. The following (with the external plugin context set to 'speech') will render the honorific about half of the time:
Code:
Set small int (condition) [Occasionally] value as random from 1 to 2
Set Text [Script] to 'Honorific'
Begin Small Integer Compare : [Occasionally] Equals 1
    Execute external plugin, 'EDDI 2.4.2-b1'
End Condition
 
One thing I noticed: EDDI seems to not distinguish between a successful or an evaded interdiction.

Kind of silly since I've got a VA macro triggering on interdiction that does various things. Callout TTS, targeting "next ship", changing power settings, deploying hardpoints, and setting throttle to "slow ahead." It attempts to do all of that even when I evade. :p

Hi,

one way to make difference between escaped and interdicted :

{if event.submitted:
{SetState('eddi_context_interdicted', 'yes')}
|elif event.succeeded:
{SetState('eddi_context_interdicted', 'yes')}
}

{Pause(3000)}

{if !event.succeeded:

Interdiction evaded.

{SetState('eddi_context_interdicted', 'no')}

}

You can use the variable 'eddi_context_interdicted' 'yes' or 'no' states to trigger a macro (or not) in VA. (this is how I trigger mine)

Best regards!
 
Hi HypnoFox,

if you want to use the script above, you should 'reset' the variable in the 'entered normal space' event :

-setstate stuff-

{if state.eddi_context_interdicted != "yes":

-your 'entered normal space' script-

}

{SetState('eddi_context_interdicted', 'no')}

this way, you can avoid the standard 'you have entered normal space near XY planet etc.' when interdicted.

Best regards!
 
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