Release EDDI Scripts and EDDI enabled VA Commands Thread

T'Kael,

I really appreciate your effort to help me, but I am too idiot to make it work. I'll take a time and enjoy the game a little. Some day, when my brain stars to work, I'll try again. ;) ;)
 
Hi guys,

Here I am again...

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.
The game does not provide an event to let us know when ammunition (whether for a heat sink, chaff launcher, or otherwise) is used. You're best option is to track it in VoiceAttack by reacting to the key presses / commands that you use to activate the heat sink / chaff launcher / etc. and by manually subtracting from the count updated during the ((EDDI ship loadout)) event.

Seeing this two posts last page I started to think "how can I get these data to use in VA?". I could find in no place how to get the data and how to use it in VA.
At he ship loadout event page (https://github.com/EDCD/EDDI/wiki/Ship-loadout-event) I can get only these information below (no ammoinhopper). Yes, I am a noob and need a step by step help.
  • {BOOL:EDDI ship loadout hot} True if the ship is hot
  • {DEC:EDDI ship loadout hullhealth} The health of the ship's hull
  • {DEC:EDDI ship loadout hullvalue} The value of the ship's hull (less modules)
  • {DEC:EDDI ship loadout maxjumprange} The max unlaiden jump range of the ship
  • {DEC:EDDI ship loadout modulesvalue} The value of the ship's modules (less hull)
  • {DEC:EDDI ship loadout optimalmass} The optimal mass value of the frame shift drive
  • {TXT:EDDI ship loadout paintjob} The paintjob of the ship
  • {DEC:EDDI ship loadout rebuy} The rebuy value of the ship
  • {TXT:EDDI ship loadout ship} The ship model
  • {INT:EDDI ship loadout shipid} The ID of the ship
  • {TXT:EDDI ship loadout shipident} The identification string of the ship
  • {TXT:EDDI ship loadout shipname} The name of the ship
  • {DEC:EDDI ship loadout unladenmass} The unladen mass of the ship
  • {DEC:EDDI ship loadout value} The total value of the ship (hull + modules)

I do know how to create a variable in VA and decrease the value of heat sink and chaff when I use them. My problem is getting the numbers to use in the variables I will create.

Thanks in advance.
 
Hello Commanders,

I've done a some EDDI customisation but only fairly basic changes so far. I'm having a problem with my TTS as all my ship names are Latin so some of them don't sound right. I know there's usually a way to edit the EDDI - Ship Monitor - Name (Spoken) field but it doesn't work with my TTS (IVONA Amy). I read it's because EDDI doesn't handle the configuration properly, due to the IPA version as explained by T'Kael here: https://github.com/EDCD/EDDI/issues/293.

So I've ignored it for a long time but want to try to edit every command where {ShipName()} is used, so it sounds like it should. I've been struggling tonight and I hope someone can help with advice or maybe an easier / different strategy (other than using a different TTS) please?

Here is the basic script with an IF statement that doesn't work. It says there's a problem with line 3, found opening curly bracket (which I think is needed for Shipname to work though?).
Code:
{
    if {ShipName()} = Adastra : {set ship to "Ad astra"}
    |elif {ShipName()} = Atavus : {set ship to "{SpeechRate('At-a-vuss', '-40%')}"}
    |elif {ShipName()} = Celerignis : {set ship to "seller rigniss"}
    |elif {ShipName()} = Celeritas : {set ship to "Seller{SpeechRate('I tass', '-30%')}"}
    |elif {ShipName()} = Cerastes : {set ship to "{SpeechRate('sera', '-45%')}{SpeechRate('rstess', '+25%')}"}
    |elif {ShipName()} = Comitatum : {set ship to "Comet artum"}
    |elif {ShipName()} = Concitatus : {set ship to "con{SpeechRate('see', '+40%')}{SpeechRate('tate', '+10%')} us"}
    |elif {ShipName()} = Deus Vult : {set ship to "Day-us Vult"}
    |elif {ShipName()} = Imperatoria : {set ship to "Impera toria"}
    |elif {ShipName()} = Indagator : {set ship to "Inda gater"}
    |elif {ShipName()} = Itermercator : {set ship to "I ter mercator"}
    |elif {ShipName()} = Lutudarum : {set ship to "Lutuddarum"}
    |elif {ShipName()} = Moribus Astrum : {set ship to "Moribus Astrum"}
    |elif {ShipName()} = Pendentes : {set ship to "Pen den{SpeechRate('tiss', '-15%')}"}
    |elif {ShipName()} = Perditionis Incursu : {set ship to "Perditioniz Incursu"}
    |elif {ShipName()} = Praetorian : {set ship to "Pray torian"}
    |elif {ShipName()} = Santiam : {set ship to "Santium"}
    |elif {ShipName()} = Seminiverbius : {set ship to "Semini verbius"}
    |elif {ShipName()} = Viatorbus Navis : {set ship to "{SpeechRate('Via-tor-bus Nav-is', '+10%')}"}
    |elif {ShipName()} = Viatorem : {set ship to "viatourem"}
        |else: {"{ShipName()}"}
}

{ship} is here

As you can hopefully see, I'm trying to set {ship} with the name from above to read whatever's in the speech marks after the colon. Thanks a lot in advance. Sorry it's a bit of mess!
 
Hello Commanders,

I've done a some EDDI customisation but only fairly basic changes so far. I'm having a problem with my TTS as all my ship names are Latin so some of them don't sound right. I know there's usually a way to edit the EDDI - Ship Monitor - Name (Spoken) field but it doesn't work with my TTS (IVONA Amy). I read it's because EDDI doesn't handle the configuration properly, due to the IPA version as explained by T'Kael here: https://github.com/EDCD/EDDI/issues/293.

So I've ignored it for a long time but want to try to edit every command where {ShipName()} is used, so it sounds like it should. I've been struggling tonight and I hope someone can help with advice or maybe an easier / different strategy (other than using a different TTS) please?

Here is the basic script with an IF statement that doesn't work. It says there's a problem with line 3, found opening curly bracket (which I think is needed for Shipname to work though?).
Code:
{
    if {ShipName()} = Adastra : {set ship to "Ad astra"}
    |elif {ShipName()} = Atavus : {set ship to "{SpeechRate('At-a-vuss', '-40%')}"}
    |elif {ShipName()} = Celerignis : {set ship to "seller rigniss"}
    |elif {ShipName()} = Celeritas : {set ship to "Seller{SpeechRate('I tass', '-30%')}"}
    |elif {ShipName()} = Cerastes : {set ship to "{SpeechRate('sera', '-45%')}{SpeechRate('rstess', '+25%')}"}
    |elif {ShipName()} = Comitatum : {set ship to "Comet artum"}
    |elif {ShipName()} = Concitatus : {set ship to "con{SpeechRate('see', '+40%')}{SpeechRate('tate', '+10%')} us"}
    |elif {ShipName()} = Deus Vult : {set ship to "Day-us Vult"}
    |elif {ShipName()} = Imperatoria : {set ship to "Impera toria"}
    |elif {ShipName()} = Indagator : {set ship to "Inda gater"}
    |elif {ShipName()} = Itermercator : {set ship to "I ter mercator"}
    |elif {ShipName()} = Lutudarum : {set ship to "Lutuddarum"}
    |elif {ShipName()} = Moribus Astrum : {set ship to "Moribus Astrum"}
    |elif {ShipName()} = Pendentes : {set ship to "Pen den{SpeechRate('tiss', '-15%')}"}
    |elif {ShipName()} = Perditionis Incursu : {set ship to "Perditioniz Incursu"}
    |elif {ShipName()} = Praetorian : {set ship to "Pray torian"}
    |elif {ShipName()} = Santiam : {set ship to "Santium"}
    |elif {ShipName()} = Seminiverbius : {set ship to "Semini verbius"}
    |elif {ShipName()} = Viatorbus Navis : {set ship to "{SpeechRate('Via-tor-bus Nav-is', '+10%')}"}
    |elif {ShipName()} = Viatorem : {set ship to "viatourem"}
        |else: {"{ShipName()}"}
}

{ship} is here

As you can hopefully see, I'm trying to set {ship} with the name from above to read whatever's in the speech marks after the colon. Thanks a lot in advance. Sorry it's a bit of mess!
Hi CMDR Evolution,

You're close with most of that, but there are some points to note:
  • ShipName() doesn't need {} when used as a variable in the IF statements. {} are used to denote a section of code, so it depends on where this is as to where they are needed. This is why you were getting the error.
  • For some of the {set ship to... statements, you need to concatenate the multiple sections. So where you have two SpeechRate() you need to cat() them.
  • You need " " for the variables being tested for, so {if ShipName() = "Viatorum":
Other than those it's not bad for a beginner. :)

Here's how it should look:
Code:
{if ShipName() = "Adastra":
    {set ship to "Ad astra"}
|elif ShipName() = "Atavus":
    {set ship to SpeechRate('At-a-vuss', '-40%')}
|elif ShipName() = "Celerignis":
    {set ship to "seller rigniss"}
|elif ShipName() = "Celeritas":
     {set ship to cat("Seller", SpeechRate('I tass', '-30%'))}
|elif ShipName() = "Cerastes":
    {set ship to cat(SpeechRate('sera', '-45%'), SpeechRate('rstess', '+25%'))}
|elif ShipName() = "Comitatum":
    {set ship to "Comet artum"}
|elif ShipName() = "Concitatus":
    {set ship to cat("con", SpeechRate('see', '+40%'), SpeechRate('tate', '+10%'), "us")}
|elif ShipName() = "Deus Vult":
    {set ship to "Day-us Vult"}
|elif ShipName() = "Imperatoria":
    {set ship to "Impera toria"}
|elif ShipName() = "Indagator":
    {set ship to "Inda gater"}
|elif ShipName() = "Itermercator":
    {set ship to "I ter mercator"}
|elif ShipName() = "Lutudarum":
    {set ship to "Lutuddarum"}
|elif ShipName() = "Moribus Astrum":
    {set ship to "Moribus Astrum"}
|elif ShipName() = "Pendentes":
    {set ship to cat("Pen den", SpeechRate('tiss', '-15%'))}
|elif ShipName() = "Perditionis Incursu":
    {set ship to "Perditioniz Incursu"}
|elif ShipName() = "Praetorian":
    {set ship to "Pray torian"}
|elif ShipName() = "Santiam":
    {set ship to "Santium"}
|elif ShipName() = "Seminiverbius":
    {set ship to "Semini verbius"}
|elif ShipName() = "Viatorbus Navis":
    {set ship to SpeechRate('Via-tor-bus Nav-is', '+10%')}
|elif ShipName() = "Viatorem":
    {set ship to "viatourem"}
|else:
    {ShipName()}
}

{ship} is here
I hope you can see from the above what I mean in the points I made at the top.

This seems to work for me (although I don't have your ship names). However, I can't hear much (if any) differences in the speech rate. I've never really used that so I'm not sure how that's supposed to sound. Still, this should give you a good start to play around a bit more yourself.

For the ship name spoken in the Ship Monitor, I think you can use this web page to find the correct phonetics:
I use Ivona Amy too, and the couple I tried on there seemed to work, but I guess it depends on the actual word you are trying to get it to say. I'm not sure it understands Latin though...

Hope that helps! :)

-=] Darkcyde [=-

EDIT: As a side note, I have a ship named 'Imperitoria Lanceam' myself. :)
 
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Hi CMDR Evolution,

You're close with most of that, but there are some points to note:
  • ShipName() doesn't need {} when used as a variable in the IF statements. {} are used to denote a section of code, so it depends on where this is as to where they are needed. This is why you were getting the error.
Thanks very much! I had tried it like that at one point but had made other mistakes so it wouldn't run. I put it back the way it was so created another problem hahaha.
  • For some of the {set ship to... statements, you need to concatenate the multiple sections. So where you have two SpeechRate() you need to cat() them.
  • You need " " for the variables being tested for, so {if ShipName() = "Viatorum":
Other than those it's not bad for a beginner. :)

I've learnt a lot , thank you Darkcyde o7.

Here's how it should look:
Code:
{if ShipName() = "Adastra":
    {set ship to "Ad astra"}
|elif ShipName() = "Atavus":
    {set ship to SpeechRate('At-a-vuss', '-40%')}
|elif ShipName() = "Celerignis":
    {set ship to "seller rigniss"}
|elif ShipName() = "Celeritas":
     {set ship to cat("Seller", SpeechRate('I tass', '-30%'))}
|elif ShipName() = "Cerastes":
    {set ship to cat(SpeechRate('sera', '-45%'), SpeechRate('rstess', '+25%'))}
|elif ShipName() = "Comitatum":
    {set ship to "Comet artum"}
|elif ShipName() = "Concitatus":
    {set ship to cat("con", SpeechRate('see', '+40%'), SpeechRate('tate', '+10%'), "us")}
|elif ShipName() = "Deus Vult":
    {set ship to "Day-us Vult"}
|elif ShipName() = "Imperatoria":
    {set ship to "Impera toria"}
|elif ShipName() = "Indagator":
    {set ship to "Inda gater"}
|elif ShipName() = "Itermercator":
    {set ship to "I ter mercator"}
|elif ShipName() = "Lutudarum":
    {set ship to "Lutuddarum"}
|elif ShipName() = "Moribus Astrum":
    {set ship to "Moribus Astrum"}
|elif ShipName() = "Pendentes":
    {set ship to cat("Pen den", SpeechRate('tiss', '-15%'))}
|elif ShipName() = "Perditionis Incursu":
    {set ship to "Perditioniz Incursu"}
|elif ShipName() = "Praetorian":
    {set ship to "Pray torian"}
|elif ShipName() = "Santiam":
    {set ship to "Santium"}
|elif ShipName() = "Seminiverbius":
    {set ship to "Semini verbius"}
|elif ShipName() = "Viatorbus Navis":
    {set ship to SpeechRate('Via-tor-bus Nav-is', '+10%')}
|elif ShipName() = "Viatorem":
    {set ship to "viatourem"}
|else:
    {ShipName()}
}

{ship} is here
I hope you can see from the above what I mean in the points I made at the top.

That was so kind of you, I thought I'd have to write it out myself. I really appreciate you taking the time to do this for me.

This seems to work for me (although I don't have your ship names). However, I can't hear much (if any) differences in the speech rate. I've never really used that so I'm not sure how that's supposed to sound. Still, this should give you a good start to play around a bit more yourself.

Perfect! Yes, it's working thank you mate. You're a legend! Yeah, speech rate works for me but I noticed speech pitch doesn't work with percentages for some reason. I managed to get them all sorted anyway without that in the end.

For the ship name spoken in the Ship Monitor, I think you can use this web page to find the correct phonetics:
I use Ivona Amy too, and the couple I tried on there seemed to work, but I guess it depends on the actual word you are trying to get it to say. I'm not sure it understands Latin though...

I'd tried that a few months ago (and just retested) but mine doesn't allow that for some reason. That was what originally led me to that thread I linked. Thanks to your help, I can work-around the issue now :D.

Hope that helps! :)

-=] Darkcyde [=-

EDIT: As a side note, I have a ship named 'Imperitoria Lanceam' myself. :)

Yeah definitely. I'm really chuffed, thanks mate. Very nice ship name you have there sir!

Stay safe and fly safe,
Evo

P.S. I don't speak Latin either lol, I just thought the names sounded good so used the theme for all of the ships :)
 
To give something back and in case anyone might find this useful. I made some changes to the end of Body Report Summary so 'notable' isn't being said all the time when you're exploring. With this change, the response changes notables with has.

The other point to mention with the original script, is for when a planet has 5 notable items using the startswithvowel function, both "one of a kind" and "unique" are exceptions as they should start with "a", rather than "an". This small change fixes that as well. Hope this helps.

Code:
            {if len(notables) = 1:
                {set desc to "has"}
            |elif len(notables) = 2:
                {set desc to "is an interesting"}
            |elif len(notables) = 3:
                {set desc to "is a remarkable"}
            |elif len(notables) = 4:
                {set desc to OneOf('is an, extraordinary', 'is an exceptional')}
            |elif len(notables) >= 5:
                {set desc to OneOf('is a one of a kind', 'is a unique')}
            }
            
            {if len(notables) = 1: {desc}
            |else:{desc} {P(reportbody.planettype)} with}
            {List(notables)}.
        }

        {if reportMaterials:
            {F("Body materials report")}
        }
    }
}
 
Thanks very much! I had tried it like that at one point but had made other mistakes so it wouldn't run. I put it back the way it was so created another problem hahaha.
...
Re-reading my reply from last night, I should clarify something I said. Where I said:
- You need " " for the variables being tested for, so {if ShipName() = "Viatorum":
The reason the variable needs quote marks is because it's a string. I realised that the way I put it, it could be thought that all variables needed quote marks, when this is not the case.
Just thought I'd make that a bit clearer. :)
 
Nice choice of Latin names!

Thank you Darkcyde for the solution.

Here is an alternative that I rather like: declare a pronunciation dictionary and do a lookup, falling back to the actual name if the lookup fails.

Code:
{set pronunciations to [
    "Adastra": "Ad astra",
    "Atavus": SpeechRate('At-a-vuss', '-40%'),
    "Celerignis": "seller rigniss",
    ... etc ...
]}

{set actualName to ShipName()}
{set spokenName to default(pronunciations[actualName], actualName)}

Enjoy!
 
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Thanks for the suggestion :). Earlier today, I loaded up the Personality json and used it to find all the occurrences. I manually went through the script library and used EDDI to update nearly all of the scripts where {shipname()} occurred, with the working version.

Before I try to adjust the working script and to save all the duplication, is there a way I can call a script from within a script please? I'm sure there must be but sorry, I can't seem to find the answer online. If it's possible, I'll just need to go through one more time to replace the long list with the calling command and I'll be able to try other customisations etc in one central place.

Many thanks

Edit - an after thought - if it's possible to have a calling script function, could I close EDDI, load up the json in notepad++, copy the entire ship script (which will be on one line) and replace it with that function in the json file? Then save the json and reload EDDI to have all the relevant script code updated quickly outside of the application?
 
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is there a way I can call a script from within a script please?

Yes there is: via the F() function. For some reason this is missing from <https://github.com/EDCD/EDDI/wiki/Functions> but the gist is that you add a new script to the list and invoke it by name using F("script name"). We use this all over the place in the default scripts -- see for example the default "Body scanned" script.

There is nothing stopping you from adding your own scripts that you can call via F().

Edit - an after thought - if it's possible to have a calling script function, could I close EDDI, load up the json in notepad++, copy the entire ship script (which will be on one line) and replace it with that function in the json file? Then save the json and reload EDDI to have all the relevant script code updated quickly outside of the application?

You could but I would very strongly advise against tangling with the JSON file itself. The trouble is that when the scripts get written out as JSON, they go through a transformation that isn't human-friendly. We devs do sometimes have to hand-edit that JSON, and trust me it is fraught and I recently found and fixed a crasher when I messed up.

A better option is to just use EDDI's interface to copy the script into Notepad++ and paste it back in.

For Notepad++ there is a syntax coloring <https://forums.frontier.co.uk/showt...DDI-Scripts-for-NotePad?p=7282723#post7282723>

If you can elaborate on your end goal then we can give more concrete advice.

In conclusion I'll say that we devs are dissatisfied with the current storage format and we are investigating ones where the scripts reside in their own files and the JSON incorporates them by reference.
 
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Yes there is: via the F() function. For some reason this is missing from <https://github.com/EDCD/EDDI/wiki/Functions> but the gist is that you add a new script to the list and invoke it by name using F("script name"). We use this all over the place in the default scripts -- see for example the default "Body scanned" script.

There is nothing stopping you from adding your own scripts that you can call via F().
Thank you so much Verticalblank! It was right in front of me the whole time lol. I've seen that a few times so will have a look later and put it to use for calling the ship script :D.

You could but I would very strongly advise against tangling with the JSON file itself. The trouble is that when the scripts get written out as JSON, they go through a transformation that isn't human-friendly. We devs do sometimes have to hand-edit that JSON, and trust me it is fraught and I recently found and fixed a crasher when I messed up.

A better option is to just use EDDI's interface to copy the script into Notepad++ and paste it back in.
Yeah, I agree. That's how I've done it so far. I'm not a dev but I'm a QA Engineer so understand bugs can and will happen. I wouldn't want to miss something and risk corrupting the json.

Thanks for the link. I downloaded it and followed a guide to add the UDL to notepad++ but then decided against it as I keep various config files open in notepad++ and wouldn't want to have to close them all and put them back in. I'll just work with the standard uncoloured code, cheers.

If you can elaborate on your end goal then we can give more concrete advice.

In conclusion I'll say that we devs are dissatisfied with the current storage format and we are investigating ones where the scripts reside in their own files and the JSON incorporates them by reference.

Oh cool, that's interesting. Thanks for sharing your view. I'll be interested to see what happens in the future o7. All I wanted was to have the shiip names pronounced differently in some cases, than the TTS says them. That's what led me to the ship script idea and then to the idea of calling for that script, rather than having the same thing shown independently for 20 commands (which is how it is now).

Thanks to both you and Darkcyde, I should be all sorted now :D. Thanks a lot for your great work and help, it's really appreciated!
 
Ah, it's unfortunately not working with F("Ships"). For the Crime check system, it literally says "Warning F Ships is wanted in this system..."

I tested it with this:
Code:
{if wanted_count = 0:
    Warning: F("Ships") is wanted in this system by {wanted_count}
 
Recently got back into Elite Dangerous after a couple of years away. I have used the HCS Voicepacks before but I've only just discovered EDDI. I was wondering if it's possible to use voice commands to seach INARA for a location (for example closest mat trader to current location) and have the route plotted automatically, like it does for bookmarks in the HCS Singularity profile. I play in VR and it's a pain to keep removing the headset.
 
Recently got back into Elite Dangerous after a couple of years away. I have used the HCS Voicepacks before but I've only just discovered EDDI. I was wondering if it's possible to use voice commands to seach INARA for a location (for example closest mat trader to current location) and have the route plotted automatically, like it does for bookmarks in the HCS Singularity profile. I play in VR and it's a pain to keep removing the headset.
I know that EDDI's Material Monitor tab has buttons for that, well it puts the destination system name on the clipboard rather than plotting it, to adhere to FDev's rules on automation.

The Material Monitor was written by Hoodathunk who uses VR and VoiceAttack, so I'm reasonably sure that VA scripts for that exist somewhere, posbbily even in EDDI's default VA profile. I don't have VA myself but I've given him and T'Kael a ping.
 
Hi guys,

Here I am again...

Seeing this two posts last page I started to think "how can I get these data to use in VA?". I could find in no place how to get the data and how to use it in VA.
At he ship loadout event page (https://github.com/EDCD/EDDI/wiki/Ship-loadout-event) I can get only these information below (no ammoinhopper). Yes, I am a noob and need a step by step help.
  • {BOOL:EDDI ship loadout hot} True if the ship is hot
  • {DEC:EDDI ship loadout hullhealth} The health of the ship's hull
  • {DEC:EDDI ship loadout hullvalue} The value of the ship's hull (less modules)
  • {DEC:EDDI ship loadout maxjumprange} The max unlaiden jump range of the ship
  • {DEC:EDDI ship loadout modulesvalue} The value of the ship's modules (less hull)
  • {DEC:EDDI ship loadout optimalmass} The optimal mass value of the frame shift drive
  • {TXT:EDDI ship loadout paintjob} The paintjob of the ship
  • {DEC:EDDI ship loadout rebuy} The rebuy value of the ship
  • {TXT:EDDI ship loadout ship} The ship model
  • {INT:EDDI ship loadout shipid} The ID of the ship
  • {TXT:EDDI ship loadout shipident} The identification string of the ship
  • {TXT:EDDI ship loadout shipname} The name of the ship
  • {DEC:EDDI ship loadout unladenmass} The unladen mass of the ship
  • {DEC:EDDI ship loadout value} The total value of the ship (hull + modules)

I do know how to create a variable in VA and decrease the value of heat sink and chaff when I use them. My problem is getting the numbers to use in the variables I will create.

Thanks in advance.
It's set during the loadout event but it isn't part of the documentation for that event (it's very difficult to fully document the VoiceAttack variables that are auto-generated as EDDI decomposes complex object data into M1 variables, though if you enable verbose logging EDDI will write those variable names to its log and you can view them there). :)

I believe you'll be able to find the information you need from {DEC:Ship loadout hardpoints n module ammoinhopper}. You should also be able to check the module name using {TXT:Ship loadout hardpoints n module} and check the hardpoint size using {DEC:Ship loadout hardpoints n size} (where n will be a zero based index number) and the total number of hardpoints entries should be recorded at {INT:Ship loadout hardpoints entries}
 
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I know that EDDI's Material Monitor tab has buttons for that, well it puts the destination system name on the clipboard rather than plotting it, to adhere to FDev's rules on automation.

The Material Monitor was written by Hoodathunk who uses VR and VoiceAttack, so I'm reasonably sure that VA scripts for that exist somewhere, posbbily even in EDDI's default VA profile. I don't have VA myself but I've given him and T'Kael a ping.

Thanks!

Yes, I have VA commands that utilize the built in RouteDetails functionality (for finding and setting courses to nearest traders, interstellar factors, missions, etc.

I’ve been promising to post my ‘Navigation’ profile for a bit... will see if I can actually make it happen this weekend 🤪

That would be amazing! I will check back on the weekend :)
 
Hi All

Just wondering if anyone knows the answer to this.

In the EDDI scripts, is it possible to use different voices? eg: one voice for "science" events and another for "combat" events.

I looked through the issues on GitHub and found this

But not sure what was implemented, and if that meets what I'd like to try.
 
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