Release EDDI Scripts and EDDI enabled VA Commands Thread

I could just paste it but its sorta long, 120 lines.
you can choose the option to insert a so called "Spoiler" from the Insert Menu (the 3 dots to the right of the Emoticon Menu in the upper line of the message window) and paste the text between the two spoiler marks, this way only those interested will open it
;)
 
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.
Use the spoiler command

Here are two commands for "spoiler".
153013


Here your text:

Text line
Text line
Text line


Select the complete text. Use one of the spoiler commands.
It then looks like this (without leading space)

[ SPOILER="Example"]Text line
Text line
Text line

[ /SPOILER]

And the result looks like this.

Text line
Text line
Text line
 
kk thx, Ok here is my auto fuel scooping routines I came up with utilizing VA/EDDI events. I'm sure gonna look ugly to more seasoned coders/scripters but its what I came up with and works for me :). Hopefully haven't missed anything, haven't played ED for at least 6 months or so, started having problems with VA recognizing some commands and had to get away for a bit. Its long about 120 lines.
I'm older then dirt and not a coder so be kind lol

Engage Warp (VA command)
Press NumPad 4 key and hold for 0.25 seconds and release (sets speed to 100%)
Press J key and hold for 0.15 seconds and release (engage FSD)
Pause 2 seconds
Move mouse cursor to Primary Screen Center
Pause 2 seconds

((EDDI jumped))
Set Boolean [EDDI ship refuelled full] to False
Move mouse cursor to Application Center
Begin Condition : [{TXT:EDDI fsd engaged stellarclass}] Equals 'F' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'O' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'A' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'M' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'K' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'G' OR [{TXT:EDDI fsd engaged stellarclass}] Equals 'B'
Pause 2 seconds
Say, 'Refueling star ahead, smoking lamp is out'
Pause 0.5 seconds
Execute command, 'Orbit Star'

Orbit Star (VA Command)
Press NumPad Home key and hold for 0.1 seconds and release (sets speed to 25%)
Pause 3.4 seconds
Press X key and hold for 0.1 seconds and release
Pause 0.5 seconds
Press T key and hold for 0.1 seconds and release
Pause 0.5 seconds
Press 1 key and hold for 0.1 seconds and release ................(This routine used to make sure
Pause 1 second ......................................................................star is targeted and then enter
Press D key and hold for 0.1 seconds and release .................supercruise assist)
Pause 0.21 seconds
Press S key and hold for 0.15 seconds and release
Pause 1 second
Press W key and hold for 4 seconds and release
Press Space key and hold for 0.51 seconds and release
Pause 0.1 seconds
Press D key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press Space key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press A key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press 1 key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press NumPad Up key and hold for 0.1 seconds and release
Pause 2 seconds
Execute command, 'Scan System' (and wait until it completes)

Scan System (VA Command)
Click left mouse button (duration 5.1sec)

Execute command, 'Ship Fueled'
Ship Fueled (VA Command)
Pause 1 second
Begin Decimal Compare : [EDDI ship refuelled total] Is Less Than Or Equals 30
Set Boolean [EDDI ship refuelled full] to False
End Condition
Pause 0.5 seconds
Start Loop While : [EDDI ship refuelled full] Equals False
Write [Blue] '{BOOL:EDDI ship refuelled full}' to log
Pause 0.1 seconds
Set decimal [amount1] value to the value of [EDDI ship refuelled amount]
Pause 0.1 seconds
Write [Blue] '{DEC:EDDI ship refuelled total}' to log
Write [Blue] '{DEC:amount1}' to log
Execute command, 'Pause please' (and wait until it completes)
Pause please (VA command)
Pause 5 seconds (don't ask/know why)
Press E key and hold for 1 second and release
End Loop
Begin Boolean Compare : [EDDI ship refuelled full] Equals True
Press T key and hold for 0.1 seconds and release
Pause 1 second
Say, 'Continue wandering'
Press F9 key and hold for 0.1 seconds and release
Press NumPad Left key and hold for 0.1 seconds and release
Pause 0.1 seconds
Press B key and hold for 5.1 seconds and release
Press D key and hold for 1 second and release
Execute command, 'Continue Route'

Continue Route (VA command)
Press F9 key and hold for 0.15 seconds and release
Begin Boolean Compare : [scan1] Does Not Equal True
Say, 'Hold on, theres still bodies to analyze'
Press NumPad Left key and hold for 0.1 seconds and release
Pause 2 seconds
Begin Boolean Compare : [explore1] Equals True
Press X key and hold for 0.1 seconds and release
Press Right Ctrl+F keys and hold for 0.1 seconds and release
End Condition
End Condition
Pause 4 seconds

Else
Say, 'Sorry no fuel at this stop, continuing on'
Press X key and hold for 0.1 seconds and release
Execute command, 'Scan System'
Scan System (VA command)
Click left mouse button (duration 5.1sec)
Press B key and hold for 5 seconds and release
Press A key and hold for 3.21 seconds and release
Press NumPad Home key and hold for 0.1 seconds and release
Execute command, 'Continue Route' (and wait until it completes)

Continue Route (VA command)
Press F9 key and hold for 0.15 seconds and release
Begin Boolean Compare : [scan1] Does Not Equal True
Say, 'Hold on, theres still bodies to analyze'
Press NumPad Left key and hold for 0.1 seconds and release
Pause 2 seconds
Begin Boolean Compare : [explore1] Equals True
Press X key and hold for 0.1 seconds and release
Press Right Ctrl+F keys and hold for 0.1 seconds and release
End Condition

End Condition

Hopefully didn't miss anything.

Routine ends with ship fueled (where possible) system scanned (if needed) and next system in route targeted and ready for Engage Warp command to be issued.

Never added a command to enable/disable the routine from running yet.
If don't want autoscooping to be executed once exit jump I give the Stop;Stop Commands;Stop All VA command.

Copying took off some formatting I had so edited trying to seperate the differant commands and colored comments yellow.
 
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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

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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