Release EDDI - Windows app for immersion and more

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These are not triggered events. There is no event that will trigger them, therefore you can't uncheck them. If you want them gone, delete them. But before you do, keep in mind that some of them are used in actual triggered scripts.

If they're not triggered then which triggered ones use them. I hate hearing the swapout, purchase, and sale checks wherever I dock, and listening to half a dozen or more galnet articles whenever I fire it up stops me doing anything else because the VA commands would crash the galnet reading.

Any idea on the second issue?
 
Hi everyone!
Can someone please give me a hint how to make the distorted voice on damage work? I could not hear any difference between the normal voice and the voice inside a damaged ship.
 
Hi everyone!
Can someone please give me a hint how to make the distorted voice on damage work? I could not hear any difference between the normal voice and the voice inside a damaged ship.

I just had a look at the source code and it turns out jgm disabled distortion. Here is his comment:

For now we rudely set distortion to 0 regardless of what the calling function wanted. Might enable this again one day if we can find a decent way of doing distortion that doesn't destroy speakers.

I'll confer with the rest of the team but I suspect we may decide to remove the UI for that setting.
 
If they're not triggered then which triggered ones use them. I hate hearing the swapout, purchase, and sale checks wherever I dock, and listening to half a dozen or more galnet articles whenever I fire it up stops me doing anything else because the VA commands would crash the galnet reading.

Any idea on the second issue?

This thread specialises in the scripting side of things. There may even be a ready made script there that meets your needs.

I am not sure about your second issue as no one else has reported it. Which version of EDDI are you using?
 
An observation, dunno what exactly is responsible for it:
when approaching some planets, i get a warning bc 'extreme gravity', when in fact it's even below 0.5g.
The occasions where i doublechecked the sysmap i found no g given there at all, so perhaps not been surface scanned.
What confused me is the fact the script looks for numbers higher than x, so if it's null / zero it shouldn't fire...
Anyone seen the same or has a workaround for that?

edit: obviously i don't use the default script here, picked up from the forum. Checking yesterdays journal, a body gravity can't be found.
The listed variables mention body.gravity. Where would the values be coming from? And why is it triggered when it has to be >3 to report 'extreme gravity'?
Really no clue on this one.

Right, I checked both Alberta and Tir and while EDDB has gravity data for all bodies, EDDP has a stale record that is missing the gravity data. So I would expect EDDI to give the script a null value for gravity in that case.

You mentioned that you're using a custom script, could you post it here please and I'll take a look.
 
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You can stop that by turning off the Galnet Monitor by unchecking the Plugin Enabled box.

Quite honestly, I think that should default to off until manually turned on.

I'm sympathetic to that, mine is turned off too. I'd welcome thoughts from other users (but I'm not going to do a poll, down that path lies madness).

Your user name has reminded me that I realy must get oof my butt and finish ME:A. It's nowhere near as bad as the haters painted it, in fact I've been quite enjoying it.
 
I like the instant notification of a new article and having it read to me without me having to stop whatever I'm doing at the time. For my EDDI can be as taalkative as it wants to be. In extreme cases that will occasionally mean it will lag behind.
 
This thread specialises in the scripting side of things. There may even be a ready made script there that meets your needs.

I am not sure about your second issue as no one else has reported it. Which version of EDDI are you using?

Thanks, I'll check the thread out, it may well have what I need.

I'm on EDDI v.2.4.1
It's a fresh install on a new PC
 
Hmm, can you be more specific please? Even we devs don't keep the command set fully loaded in our heads. :eek:

What? You aren't all sentient computers and know this stuff like the back of your hand? (I jest) ;)


Material Discard Report makes reference to inventory.desired
|elif inventory.desired: You are below your desired level for {inventory.material}.
|elif inventory.maximum:
You are below your maximum level for {inventory.material}.
|else:
You have not set any levels for {inventory.material}.

Material Threshold (triggerd when a material reaches a thrheshold)

{if event.level = 'Minimum':
{_ Gone below the minimum level }
{OneOf("Stock", "Inventory", "Supplies")} of {event.material.name} has fallen below your minimum.
|elif event.level = 'Maximum':
{_ Gone above the maximum level }
{OneOf("Stock", "Inventory", "Supplies")} of {event.material.name} has grown above your maximum.
|else:
{_ Moved around the desired level }
{if event.change = 'Increase':
You have reached your desired level of {event.material.name}.
|else:
You are below your desired level of {event.material.name}.
}
}


{OneOf("Current stock is {event.amount}",
"Currently holding {event.amount}",
"{event.amount} on-board")}.

 
here you go, mate:

"event":"SupercruiseExit", "StarSystem":"HIP 106100", "Body":"HIP 106100 A 4", "BodyType":"Planet"

Right, I checked both Alberta and Tir and while EDDB has gravity data for all bodies, EDDP has a stale record that is missing the gravity data. So I would expect EDDI to give the script a null value for gravity in that case.

You mentioned that you're using a custom script, could you post it here please and I'll take a look.

Seems you've mixed something up mate, i only reported that one body above. ;)

The gravity part of the body report script looks like this:

Code:
    {if reportbody.gravity <1:
        low-gravity
    |elif reportbody.gravity <2:
        medium-gravity
    |elif reportbody.gravity <4:
        high-gravity
    |else:
        extremely high-gravity
    }

That's why i assume the reported value is not 0.

edit: aaaand now, I've mixed somthing up too.
The required script portion would be outta the 'entered normal space' script...: :eek:

Code:
{for body in system.bodies:
        {if body.name = event.body:
             {if body.gravity >= 3:
               the 
               {OneOf("super-high gravity", "super heavy gravity", "extreme gravity", "extremely high gravity")}
           |elif body.gravity >= 1.5:
               the high gravity
            |elif body.gravity > 0.5:
               the
            |else:
               the low gravity
            }
        }
 
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I'm sympathetic to that, mine is turned off too. I'd welcome thoughts from other users (but I'm not going to do a poll, down that path lies madness).

Your user name has reminded me that I realy must get oof my butt and finish ME:A. It's nowhere near as bad as the haters painted it, in fact I've been quite enjoying it.

When I first got EDDI, it started reading galnet articls when I started it, and it went on for about 20 minutes until I killed EDDI and went and looked up why it was doing that. It was a real inconvenient ordeal at the time. I don't think it needs to default to that kind of thing.

And yes, go experience ME:A, It's an awesome game, and a sad one too since there's no DLC or further SP patches for it. They teased us with the Quarian Ark but then dropped the ball and stated they would continue the story in the comics and novels... FU EA!
 
FSD engaged modifications

I am trying to manufacture an EDDI/VA script that will give me choice of what is (or is not said).

So using VA setstate i have integrated "full" and "min"like so:

FSD engaged

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'fsd')}
{SetState('eddi_context_last_action', 'engage')}
{SetState('eddi_context_system_name', event.system)}
{SetState('eddi_context_system_system', event.system)}
{SetState('eddi_context_fsd_target', event.target)}


{if event.target = 'Hyperspace':
    {_ Rewrite context to represent a jump }
    {SetState('eddi_context_last_subject', 'jump')}
    {SetState('eddi_context_last_action', 'start')}


    {set system to SystemDetails(event.system)}


    {_ Wait for the FSD countdown and initial jump}
    {Pause(6000)}


   {if state.jumpingdetails= "full":


    {F("FSD full")}


 else


   {if state.jumpingdetails= "min":
   {F("FSD min")}




 }}}

Which hopefully will link to either:

The "FSD full" which to save space is the a copy EDDI included FSD engaged script

or

FSD min:

Code:
{set scoopables to ["O", "B", "A", "F", "G", "K", "M"]}
        {if slice(event.stellarclass, 0, 1) = "D":
            Caution: white dwarf detected.
        |elif event.stellarclass = "N":
            Caution: neutron star detected.
        |elif event.stellarclass = "H":
            Caution: black hole detected.
        |elif find(scoopables, event.stellarclass) = -1:
            Information: arrival star is not scoopable.
        }

Hope this makes sense and if I have messed up any help or guidance would be greatly appreciated.
 
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We have pushed a mandatory upgrade of EDDI to v 2.4.2. This upgrade is mandatory because it amends the market and station data we send to EDDN to the correct format that EDDN expects for ED 2.4.

  • Core
    • Revised EDDN updating for naming changes in ED 2.4. This makes EDDI 2.4.2 a mandatory update.
    • Revised error reporting. The 'Send EDDI log to developers' button is now called 'Report an Issue' and routes users to our Github issues page. If verbose logging is enabled, a zipped and truncated log file is placed on the desktop so that it may be attached to the Github issue.
  • Material Monitor
    • Fixed a bug that prevented EDDI from recognizing and removing old versions of some data from the Material Monitor.
 
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I am trying to manufacture an EDDI/VA script that will give me choice of what is (or is not said).

So using VA setstate i have integrated "full" and "min"like so:

FSD engaged

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'fsd')}
{SetState('eddi_context_last_action', 'engage')}
{SetState('eddi_context_system_name', event.system)}
{SetState('eddi_context_system_system', event.system)}
{SetState('eddi_context_fsd_target', event.target)}


{if event.target = 'Hyperspace':
    {_ Rewrite context to represent a jump }
    {SetState('eddi_context_last_subject', 'jump')}
    {SetState('eddi_context_last_action', 'start')}


    {set system to SystemDetails(event.system)}


    {_ Wait for the FSD countdown and initial jump}
    {Pause(6000)}


   {if state.jumpingdetails= "full":


    {F("FSD full")}


 else


   {if state.jumpingdetails= "min":
   {F("FSD min")}




 }}}

Which hopefully will link to either:

The "FSD full" which to save space is the a copy EDDI included FSD engaged script

or

FSD min:

Code:
{set scoopables to ["O", "B", "A", "F", "G", "K", "M"]}
        {if slice(event.stellarclass, 0, 1) = "D":
            Caution: white dwarf detected.
        |elif event.stellarclass = "N":
            Caution: neutron star detected.
        |elif event.stellarclass = "H":
            Caution: black hole detected.
        |elif find(scoopables, event.stellarclass) = -1:
            Information: arrival star is not scoopable.
        }

Hope this makes sense and if I have messed up any help or guidance would be greatly appreciated.

This does make sense. I would like to refer you to the scripting thread where the real VA scripting experts hang out ;)
 
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