Release EDDI - Windows app for immersion and more

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So,

i messed around a little with the scripts and everything just works like a charm!!!

Its so cool to make own scripts and im getting a bit addicted cause of all the possibilities.

For Example i edited the swapout check to this:
Code:
{OneOf("Checking", "Searching", "looking")} for {OneOf("Modules", "Ship fittings", "Ship parts")}.

{Pause(3000)}

----------------------(YOUR CODE)------------------------

|else: {OneOf("No Modules to swap Commander", "Nothing worth swapping Sir", "No Modules to change Captain")}.

I like it more that way.

But regarding the Names issue. Doesnt matter what i try, it wont save the Ship names. [where is it]
 
Hi, sorry but the latest version has made it un usable, it's just lagging too far behind I can scan a planet, and be half way though the next scan before I get info. 2.0.5 was almost instant , it's got slower each update ? Any ideas ? Same with jump to super cruise jumps etc

Sounds like your issue is FDev server lag.

My understanding is that the client reports entering supercruise, jumping, submitting to interdiction, scanning, etc to the FDev server, the server acknowledges and provides any pertinent info, and THEN the entry is made into either the journal or netlog.

To my knowledge, EDDI responds as soon as the entry is made into the journal or netlog.

Server lag is often random and occasionally substantial.
 
So,

i messed around a little with the scripts and everything just works like a charm!!!

Its so cool to make own scripts and im getting a bit addicted cause of all the possibilities.

For Example i edited the swapout check to this:
Code:
{OneOf("Checking", "Searching", "looking")} for {OneOf("Modules", "Ship fittings", "Ship parts")}.

{Pause(3000)}

----------------------(YOUR CODE)------------------------

|else: {OneOf("No Modules to swap Commander", "Nothing worth swapping Sir", "No Modules to change Captain")}.

I like it more that way.

But regarding the Names issue. Doesnt matter what i try, it wont save the Ship names. [where is it]

Big thanks John Doe! I like this :)
 
I tried to use "homestation" in my scripts but i can't get EDDI to recognize it. Tried {P(homestation.name)} and other combinations of variables but nothing. I definitely set My Home Station in EDDI. Any help?
 
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I tried to use "homestation" in my scripts but i can't get EDDI to recognize it. Tried {P(homestation.name)} and other combinations of variables but nothing. I definitely set My Home Station in EDDI. Any help?

Home station isn't passed to the speech responder. I'll add it for the next release.
 
Is there a event that identifies you are under attack?
I would like to integrate a EDDI response to an attack like "The ship is under attack, how do you want to handle this? Attack, Defend, or Run?"
And then I can make one for each that will set the pips and perform an appropriate move (like full engines pips, Full Speed, spin ship and boost = run) and EDDI comment "Running Commander! Stay ahead of him!"
 
thanks for adding the docking check. It's not working quite right tho. I'd logged off on a planet and then docked at station in the same system and it didn't trigger the docked event. Also, undocking and then flying back to the station when you've forgotton something also didnt trigger the docked event. Essentially, and I think you can check for this, is to ignore the docked event on game startup or logging in only.

Also, the fighter docked event only seems to be triggered when you manually fly and dock the fighter yourself. Is that an fdev bug?
 
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Morning,

PLS. Anything about that "Names Issue" regarding the shipyard in EDDI config ?

This is a real dealbreaker cause it affect many other responses from EDDI and without shipnames it will say 2x "in your ASP explorer" if you know what i mean.
 
Is there a way to get a variable for "Jumps remaining" when you have a route plottet and let EDDI tell you? Would be a nice addition to the "jumping" and/or "jumped" events.
 
Also, the fighter docked event only seems to be triggered when you manually fly and dock the fighter yourself. Is that an fdev bug?

Yes, this is an FDev bug. I submitted a bug report before 2.2 went live. QA acknowledged the bug but apparently a fix didn't make it into 2.2 or 2.2.01. Go figure.
 
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thanks for adding the docking check. It's not working quite right tho. I'd logged off on a planet and then docked at station in the same system and it didn't trigger the docked event. Also, undocking and then flying back to the station when you've forgotton something also didnt trigger the docked event. Essentially, and I think you can check for this, is to ignore the docked event on game startup or logging in only.

I was afraid something like this might happen. My VA script relies heavily on accurately receiving 'docked' and 'undocked' events.

Personally, I would rather EDDI report ALL journal events as they come. If they become a nuisance to the user, then it's the user's responsibility to screen them out via VA or Coddle script.
 
Is there a event that identifies you are under attack?
I would like to integrate a EDDI response to an attack like "The ship is under attack, how do you want to handle this? Attack, Defend, or Run?"
And then I can make one for each that will set the pips and perform an appropriate move (like full engines pips, Full Speed, spin ship and boost = run) and EDDI comment "Running Commander! Stay ahead of him!"

Is there a way to get a variable for "Jumps remaining" when you have a route plottet and let EDDI tell you? Would be a nice addition to the "jumping" and/or "jumped" events.


I highly recommend studying the Journal Manual, http://hosting.zaonce.net/community/journal/v6/Journal_Manual.doc

This will guide you to understanding what events EDDI is and is not capable of reporting.
 
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I was trying out the new configure eddi for voice attack. when I goto speech responder to edit the scripts. if I click the variables or help button in the script editor. Voice attack will crash.
 
I was trying out the new configure eddi for voice attack. when I goto speech responder to edit the scripts. if I click the variables or help button in the script editor. Voice attack will crash.

Voice Attack and EDDI Apps are not supposed to run concurrently.


Edit: Nevermind... brain fart.
 
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Another release, this one fixes some of the issues that have been out there with information not being synced up correctly. Changelog is:

  • Do not update ship configuration when data is not available from the companion API
  • Be a little harsher when shutting down speech threads on close
  • Make home station accessible to scripts
  • Make current station more dynamic to match reality
  • Fix crash when bringing up help windows from VoiceAttack

Details on how to obtain it are as always are in the original post.
 
I was afraid something like this might happen. My VA script relies heavily on accurately receiving 'docked' and 'undocked' events.

Personally, I would rather EDDI report ALL journal events as they come. If they become a nuisance to the user, then it's the user's responsibility to screen them out via VA or Coddle script.

I agree m8, but what if we are not provided with the info needed and what if it's bugged? The ship docked event shouldn't be run when we switch the game on and only when you actually dock the ship. In this case it's fdev which are generating a docked event in the journal when the game starts and it shouldn't.
 
I agree m8, but what if we are not provided with the info needed and what if it's bugged? The ship docked event shouldn't be run when we switch the game on and only when you actually dock the ship. In this case it's fdev which are generating a docked event in the journal when the game starts and it shouldn't.

The general approach that I'm taking is to avoid repeating information in an appreciable timeframe. So in the specific case of the docked message the first time EDDI sees a docked message for a station it will report. Subsequent docked messages that appear for the same station will be discarded, until EDDI sees an undocked message at which point it resets.

It might not be a perfect solution, but it's better than the repetition that we used to have. Also worth noting that EDDI has always done this with other events, from the very beginning when the netlog messages were often duplicated.
 
jgm,

EDDI Cottle question...

Are variables set within an event script persistent outside that script? For example, if I {set X to 1} inside the 'Docked' event script, will X= 1 in another script?
 
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an idea for the Cockpit breach event.
It would be cool if EDDI detects wich lifesupport module is installed and give us a corresponding countdown for example: "T minus 7min30sec" or something like that.
Not the whole time but in the beginning when the timer starts. Maybe inbetween at the 2min mark and the last seconds maybe.
Dont know if its possible though.

Question. Do i have to delete everything again when installing 2.0.9 version?

If yes how can i save my progression of my EDDI personalities?
 
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