Release EDDI Scripts and EDDI enabled VA Commands Thread

Hello Commanders, I'm a new user of EDDI and have used VA in other games but have 0 knowledge about scripting or coding.

I still have my personal profile for Elite Dangerous in VA, so I can still get things done here and there, pretty much basic stuff as you guys can see if you download it. Last night I decided to create a new command and test my skills (approximately 0). Basically I wanted VA to tell me where my stored ships are but looks like those shipyard variables are very "unstable".

{TXT:Stored ship n model} changes everytime my Shipyard is updated.

Example:
If I buy, let's say an Adder ship, my {TXT:Stored ship 1 model} will no longer be the Alliance Chieftain, but the Adder. I found out that it gets updated by alphabetical order.

With that said, the only way I see it working how I implemented would be having all 37 ships and never sell or have 2 ships of the same model.

Constructive criticism is appreciated
 

Attachments

  • cmdr netopenha.zip
    30.9 KB · Views: 360
Hello Commanders, I'm a new user of EDDI and have used VA in other games but have 0 knowledge about scripting or coding.

I still have my personal profile for Elite Dangerous in VA, so I can still get things done here and there, pretty much basic stuff as you guys can see if you download it. Last night I decided to create a new command and test my skills (approximately 0). Basically I wanted VA to tell me where my stored ships are but looks like those shipyard variables are very "unstable".

{TXT:Stored ship n model} changes everytime my Shipyard is updated.

Example:
If I buy, let's say an Adder ship, my {TXT:Stored ship 1 model} will no longer be the Alliance Chieftain, but the Adder. I found out that it gets updated by alphabetical order.

With that said, the only way I see it working how I implemented would be having all 37 ships and never sell or have 2 ships of the same model.

Constructive criticism is appreciated
I've created a modified version of your command that seems to work alright on my system. Give it a try?
Note that I consolidated all of the ships into a single command segment (bounded by [ and ]) and am retrieving the value of that command segment to search against. To add more ships to the command, you would simply edit "When I say" to add the new ship model (as written in EDDI's shipyard tab) as an option in the command segment.

EDIT: Yes, your current command essentially assumes that you only have (at most) one ship for any given ship model. You could modify the command further depending on your preferences with some possible approaches being:
1. search for the nearest ship of the model you specify (e.g. "where is my nearest Sidewinder"), or perhaps
2. search by ship role rather than by model and once again returning the ship with the lowest distance (e.g. "where is my nearest combat ship")
 

Attachments

  • for cmdr netopenha-Profile.zip
    2.4 KB · Views: 384
Last edited:
Hello everyone, I need support.
I have a problem with the script "Market information updated" from EDDI v.3.7.0. It does not work for me.
The variable "event.update" is never filled (no profile, market, outfitting or shipyard). What can be the reason for this?
Is the variable so correct?

Code:
{_ Find out in advance what we have to say _}
{if event.update = "profile":
    {set type to "Station services"}
    {if ship.role = "Multi-purpose" || ship.role = "Trading":
        {set purchasecheck to F("Commodity purchase check")}
    }
    {set salecheck to F("Commodity sale check")}
    {set swapoutcheck to F("Swapout check")}
|elif event.update = "market":
    {set type to OneOf("Market", "Local market")}
    {if ship.role = "Multi-purpose" || ship.role = "Trading":
        {set purchasecheck to F("Commodity purchase check")}
    }
    {set salecheck to F("Commodity sale check")}
|elif event.update = "outfitting":
    {set type to "Station outfitting"}
    {set swapoutcheck to F("Swapout check")}
|elif event.update = "shipyard":
    {set type to "Station shipyard"}
}

{Pause(500)}
{if purchasecheck || salecheck || swapoutcheck:
    {type}
    {OneOf("data", "information", "price")}
    {OneOf("update", "refresh", "changes")}
    {OneOf("received", "obtained")}.

    {salecheck}
    {purchasecheck}
    {swapoutcheck}
}

{F("Limpet check")}

Thanks and greetings from nepomuk
 
Hello everyone, I need support.
I have a problem with the script "Market information updated" from EDDI v.3.7.0. It does not work for me.
The variable "event.update" is never filled (no profile, market, outfitting or shipyard). What can be the reason for this?
Is the variable so correct?

Code:
{_ Find out in advance what we have to say _}
{if event.update = "profile":
    {set type to "Station services"}
    {if ship.role = "Multi-purpose" || ship.role = "Trading":
        {set purchasecheck to F("Commodity purchase check")}
    }
    {set salecheck to F("Commodity sale check")}
    {set swapoutcheck to F("Swapout check")}
|elif event.update = "market":
    {set type to OneOf("Market", "Local market")}
    {if ship.role = "Multi-purpose" || ship.role = "Trading":
        {set purchasecheck to F("Commodity purchase check")}
    }
    {set salecheck to F("Commodity sale check")}
|elif event.update = "outfitting":
    {set type to "Station outfitting"}
    {set swapoutcheck to F("Swapout check")}
|elif event.update = "shipyard":
    {set type to "Station shipyard"}
}

{Pause(500)}
{if purchasecheck || salecheck || swapoutcheck:
    {type}
    {OneOf("data", "information", "price")}
    {OneOf("update", "refresh", "changes")}
    {OneOf("received", "obtained")}.

    {salecheck}
    {purchasecheck}
    {swapoutcheck}
}

{F("Limpet check")}

Thanks and greetings from nepomuk
Thanks, ticketed at https://github.com/EDCD/EDDI/issues/1953. Looks like this one was my mistake - I removed the undocumented update property thinking that it wasn't being used. I was wrong. We'll get it fixed.
 
There are the events "Outfitting", "Market", "Shipyard" etc. ... Could I now exchange "event.update" with "event.name".
Would that work? :unsure:

Code:
{ "timestamp":"2020-08-29T15:02:51Z", "event":"Market", "MarketID":3226909696, "StationName":"Ocampo Station", "StationType":"Coriolis", "StarSystem":"Mirateje" }
 
There are the events "Outfitting", "Market", "Shipyard" etc. ... Could I now exchange "event.update" with "event.name".
Would that work? :unsure:

Code:
{ "timestamp":"2020-08-29T15:02:51Z", "event":"Market", "MarketID":3226909696, "StationName":"Ocampo Station", "StationType":"Coriolis", "StarSystem":"Mirateje" }
Not exactly. Outfitting, Market, and Shipyard events are not written upon docking and instead are only written when you access the applicable service. Each of these, and additionally the Frontier API (which is queried when you dock if configured), can initiate a Market information updated event.
 
One more question. The scripts "Stored module" and "Stored ships" correspond to the ED events "Outfitting" and "Shipyard".
Will the script "Market" be rewritten to work the same way as "Stored modules" ? And will there be a "new" script to update the market data ?
:unsure:
 
One more question. The scripts "Stored module" and "Stored ships" correspond to the ED events "Outfitting" and "Shipyard".
Will the script "Market" be rewritten to work the same way as "Stored modules" ? And will there be a "new" script to update the market data ?
:unsure:
The default scripts do not contain "Stored modules" or "Stored ships"? Perhaps you obtained those scripts from another source?
The Market information updated script will be revised to function similarly to how it has functioned in the past.
 
The default scripts do not contain "Stored modules" or "Stored ships"? Perhaps you obtained those scripts from another source?
The Market information updated script will be revised to function similarly to how it has functioned in the past.

Sorry, but I found this event here
and here
So I thought the "market" event/script would be changed similar to the two events above. :oops:
 
So I've read most of the pages where there is code in about 80% of the pages in this thread, and have enjoyed the read immensely. All of you have come up with ideas from time to time and from what I can see have been taken on by the developers as worth adding to the actual product. I salute you all.

I'm looking to try out Darkcyde's script shortly when I next fire up the game, my question is, are the EDDI scripts reliant on VA?
I can't use VA with the people around me making conversation while I'm playing, interpretation is a problem.

I'm just looking to try them out see if I can use them or benefit from them in anyway.

Thanks for everything and keep up the good work.
 
Sorry, but I found this event here
and here
So I thought the "market" event/script would be changed similar to the two events above. :oops:
The Market journal event triggers a Market EDDI event, the Outfitting journal event triggers an Outfitting EDDI event, and a Shipyard journal event triggers a Shipyard EDDI event. Each of these signal that a file (Market.json, Outfitting.json, or Shipyard.json) has been updated. We read the applicable file and trigger a public facing Market information updated EDDI event which passes its content on.
When we refresh data from the Frontier API, we also trigger the same sort of public facing Market information updated event which passes its content on.

StoredModules and StoredShips journal events do also internally trigger the EDDI events you linked above but these describe the specific modules and ships that are owned by your commander rather than the commodities, market, and shipyard data on offer from the market. They are not connected with Market information updated in any way.
 
Last edited:
So I've read most of the pages where there is code in about 80% of the pages in this thread, and have enjoyed the read immensely. All of you have come up with ideas from time to time and from what I can see have been taken on by the developers as worth adding to the actual product. I salute you all.

I'm looking to try out Darkcyde's script shortly when I next fire up the game, my question is, are the EDDI scripts reliant on VA?
I can't use VA with the people around me making conversation while I'm playing, interpretation is a problem.

I'm just looking to try them out see if I can use them or benefit from them in anyway.

Thanks for everything and keep up the good work.
Hi mearmortal,

You can use my EDDI personality without using VA, if you like. The main functionality you would lose, is using my version of the route plotting system, which is a bit faster, but slightly less accurate than the EDDI default when plotting routes. At the moment, you would need to configure it to use my version, as my latest personality is currently set to use the EDDI default route plotting. This is because my version relies on an EDDI function that has a small bug that should be fixed in the next version of EDDI, at which point I'll swap back to my route plotter as default.

Other than that, the rest of my VA profile just adds a few handy commands, but nothing really essential. I'm kinda in the same situation as you, I don't use the voice activation for VA commands, instead I prefer to manually activate them with a mouse click (right click on a command and select 'execute') as I don't use them that often. Like me, you could run VA and just turn off voice activation, then you would keep the VA/EDDI functionality still.

In the download in my sig below, there are some read me files that will give you some additional info, so make sure to check them out too. :)

And of course, welcome the wonderful world of EDDI! You wonder how you ever flew without it! ;)

-=] Darkcyde [=-
 
The Market journal event triggers a Market EDDI event, the Outfitting journal event triggers an Outfitting EDDI event, and a Shipyard journal event triggers a Shipyard EDDI event. Each of these signal that a file (Market.json, Outfitting.json, or Shipyard.json) has been updated. We read the applicable file and trigger a public facing Market information updated EDDI event which passes its content on.
When we refresh data from the Frontier API, we also trigger the same sort of public facing Market information updated event which passes its content on.

StoredModules and StoredShips journal events do also internally trigger the EDDI events you linked above but these describe the specific modules and ships that are owned by your commander rather than the commodities, market, and shipyard data on offer from the market. They are not connected with Market information updated in any way.

Thanks for the info ! (y):)
 
Hi mearmortal,

You can use my EDDI personality without using VA, if you like. The main functionality you would lose, is using my version of the route plotting system, which is a bit faster, but slightly less accurate than the EDDI default when plotting routes. At the moment, you would need to configure it to use my version, as my latest personality is currently set to use the EDDI default route plotting. This is because my version relies on an EDDI function that has a small bug that should be fixed in the next version of EDDI, at which point I'll swap back to my route plotter as default.

Other than that, the rest of my VA profile just adds a few handy commands, but nothing really essential. I'm kinda in the same situation as you, I don't use the voice activation for VA commands, instead I prefer to manually activate them with a mouse click (right click on a command and select 'execute') as I don't use them that often. Like me, you could run VA and just turn off voice activation, then you would keep the VA/EDDI functionality still.

In the download in my sig below, there are some read me files that will give you some additional info, so make sure to check them out too. :)

And of course, welcome the wonderful world of EDDI! You wonder how you ever flew without it! ;)

-=] Darkcyde [=-
TBH been a vet of Elite since '84, and playing ED since release, EDDI came along and I waited some time before using it, so I can't actually say when I did, but it was a long long time ago.

I do have VA available, and I modified some of the options in VA to use key based controls, but as you know TAB positioning is a no without full voice control.
I'll take a look at both and see what I can get away with. Understand the route plotter piece, I'll see how I get on.

Thanks for your efforts.
 
This one's for Darkcyde:

I've got EDDI running with text based output(speechresponder.out) and I'm using BareTail to read it. I thought I misheard it yesterday but again today, the following is played:

Good afternoon Commander, welcome back. You have no missions at this time. You have 7 uncollected claims from 6 factions, for a total of just over 242 thousand credits. You have no criminal record to report.

I don't currently have any uncollected claims, how is this possible? I haven't had anything for over a month at least.
 
This one's for Darkcyde:

I've got EDDI running with text based output(speechresponder.out) and I'm using BareTail to read it. I thought I misheard it yesterday but again today, the following is played:

Good afternoon Commander, welcome back. You have no missions at this time. You have 7 uncollected claims from 6 factions, for a total of just over 242 thousand credits. You have no criminal record to report.

I don't currently have any uncollected claims, how is this possible? I haven't had anything for over a month at least.
Hi mearmortal,

That will be reading out the EDDI default 'Crime report' script, which I've added as a call from the 'Commander continued' script. 'Crime report' is 99% default (I only made one small correction to the code), so that means EDDI believes you still have those claims to make. In EDDI, go to the Crime Monitor tab, and you will almost certainly see all the claims listed there, and you can manually remove them. This usually happens if you hand them in while EDDI is not running, but may also happen rarely if EDDI misses them, although I'm not sure why it happens in those cases. Since the Crime Monitor was added a while ago, my profile no longer records any criminal activity.

Hope that helps. :)

DC
 
Hi mearmortal,

That will be reading out the EDDI default 'Crime report' script, which I've added as a call from the 'Commander continued' script. 'Crime report' is 99% default (I only made one small correction to the code), so that means EDDI believes you still have those claims to make. In EDDI, go to the Crime Monitor tab, and you will almost certainly see all the claims listed there, and you can manually remove them. This usually happens if you hand them in while EDDI is not running, but may also happen rarely if EDDI misses them, although I'm not sure why it happens in those cases. Since the Crime Monitor was added a while ago, my profile no longer records any criminal activity.

Hope that helps. :)

DC
Spot on thanks, rarely check the tabs TBH.
 
Really enjoying the faction gossip that EDDI provides when you jump into a system.
Thought i could use this to help targeting feedback in RES's.
Added these lines below to the default ship targeted script.
{if event.targetlocked && event.subsystem:
{set tsubsystem to event.subsystem}
{if tsubsystem = "Power Distributor" :
{OneOf(" Power Distributor sub system target locked")}.
{OneOf(" Target Power Distributor sub system ")}.
{event.subsystemhealth "percent"}.
{OneOf("percent")}.

}
{if tsubsystem = "Power Plant" :
{OneOf(" Power Plant sub system target locked")}.
}
{if tsubsystem = "FSD" :
{OneOf(" Frame Shift Drive sub system target locked")}.
}
{if tsubsystem = "Shield Generator" :
{OneOf(" Shield Generator sub system target locked")}.
}
{if tsubsystem = "Life Support" :
{OneOf(" Life Support sub system target locked")}.
}
{if tsubsystem = "Shield Booster" :
{OneOf(" Shield Booster sub system target locked")}.
}
{if tsubsystem = "Burst Laser" :
{OneOf(" Burst Laser sub system target locked")}.
}


}

The big question is, I prefer to target subsystems like power distributors all the time.
But have to bounce the Y key to get there. Does EDDI do autokey inputs to ED?
Not seem any info here so I expect not. I am wanting to make a Targeting computer, of sorts.
May be using voice attack to roll the targeting till the preferred module locks??

the basic logic would be

If wanted target is locked set targeting to preferred module
or
roll target sequence to a preferred set, like shield then power, then distributors....etc.

Any thoughts most welcome. Ps. would this be considered a cheat type of macro??
 
Back
Top Bottom